#include <functional>
#include <string>
#include <utility>
state.element |= borderEmpty;
if (state.is_placeholder) {
state.element |= dim;
}
if (state.focused) {
state.element |= borderDouble;
state.element |= bgcolor(Color::White);
state.element |= color(Color::Black);
} else if (state.hovered) {
state.element |= borderRounded;
state.element |= bgcolor(
LinearGradient(90, Color::Blue, Color::Red));
state.element |= color(Color::White);
} else {
state.element |= border;
state.element |= color(Color::White);
}
return state.element;
};
state.element = hbox({
text("Theorem") | center | borderEmpty | bgcolor(Color::Red),
separatorEmpty(),
separator() | color(Color::White),
separatorEmpty(),
std::move(state.element),
});
state.element |= borderEmpty;
if (state.is_placeholder) {
state.element |= dim;
}
if (state.focused) {
state.element |= bgcolor(Color::Black);
} else {
state.element |= bgcolor(Color::Blue);
}
if (state.hovered) {
state.element |= bgcolor(Color::GrayDark);
}
return vbox({state.element, separatorEmpty()});
};
auto first_name = new std::string();
auto middle_name = new std::string();
auto last_name = new std::string();
return Container::Vertical({
Input(first_name, "first name", style),
Input(middle_name, "middle name", style),
Input(last_name, "last name", style),
}) |
borderEmpty;
};
auto ui = Container::Horizontal({
generateUiFromStyle(style_1),
generateUiFromStyle(style_2),
generateUiFromStyle(style_3),
generateUiFromStyle(style_4),
});
auto screen = ScreenInteractive::TerminalOutput();
screen.Loop(ui);
}
A class representing the settings for linear-gradient color effect.
#include <memory>
#include <string>
#include <vector>
Component input_list = Container::Vertical({});
std::vector<std::string> items(100, "");
for (size_t i = 0; i < items.size(); ++i) {
input_list->Add(Input(&(items[i]), "placeholder " + std::to_string(i)));
}
auto renderer = Renderer(input_list, [&] {
return input_list->Render() | vscroll_indicator | frame | border |
size(HEIGHT, LESS_THAN, 10);
});
auto screen = ScreenInteractive::TerminalOutput();
screen.Loop(renderer);
}
std::shared_ptr< ComponentBase > Component