// 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 // for max, min #include // for make_shared, __shared_ptr_access #include // for move #include "ftxui/dom/elements.hpp" // for Element, unpack, Elements, focus, frame, select, xframe, yframe #include "ftxui/dom/node.hpp" // for Node, Elements #include "ftxui/dom/requirement.hpp" // for Requirement, Requirement::FOCUSED, Requirement::SELECTED #include "ftxui/screen/box.hpp" // for Box #include "ftxui/screen/screen.hpp" // for Screen, Screen::Cursor #include "ftxui/util/autoreset.hpp" // for AutoReset namespace ftxui { namespace { class Select : public Node { public: explicit Select(Elements children) : Node(std::move(children)) {} void ComputeRequirement() override { Node::ComputeRequirement(); requirement_ = children_[0]->requirement(); auto& selected_box = requirement_.selected_box; selected_box.x_min = 0; selected_box.y_min = 0; selected_box.x_max = requirement_.min_x - 1; selected_box.y_max = requirement_.min_y - 1; requirement_.selection = Requirement::SELECTED; } void SetBox(Box box) override { Node::SetBox(box); children_[0]->SetBox(box); } }; class Focus : public Select { public: using Select::Select; void ComputeRequirement() override { Select::ComputeRequirement(); requirement_.selection = Requirement::FOCUSED; } void Render(Screen& screen) override { Select::Render(screen); // Setting the cursor to the right position allow folks using CJK (China, // Japanese, Korean, ...) characters to see their [input method editor] // displayed at the right location. See [issue]. // // [input method editor]: // https://en.wikipedia.org/wiki/Input_method // // [issue]: // https://github.com/ArthurSonzogni/FTXUI/issues/2#issuecomment-505282355 // // Unfortunately, Microsoft terminal do not handle properly hidding the // cursor. Instead the character under the cursor is hidden, which is a big // problem. As a result, we can't enable setting cursor to the right // location. It will be displayed at the bottom right corner. // See: // https://github.com/microsoft/terminal/issues/1203 // https://github.com/microsoft/terminal/issues/3093 #if !defined(FTXUI_MICROSOFT_TERMINAL_FALLBACK) screen.SetCursor(Screen::Cursor{ box_.x_min, box_.y_min, Screen::Cursor::Shape::Hidden, }); #endif } }; class Frame : public Node { public: Frame(Elements children, bool x_frame, bool y_frame) : Node(std::move(children)), x_frame_(x_frame), y_frame_(y_frame) {} void ComputeRequirement() override { Node::ComputeRequirement(); requirement_ = children_[0]->requirement(); } void SetBox(Box box) override { Node::SetBox(box); auto& selected_box = requirement_.selected_box; Box children_box = box; if (x_frame_) { const int external_dimx = box.x_max - box.x_min; const int internal_dimx = std::max(requirement_.min_x, external_dimx); const int focused_dimx = selected_box.x_max - selected_box.x_min; int dx = selected_box.x_min - external_dimx / 2 + focused_dimx / 2; dx = std::max(0, std::min(internal_dimx - external_dimx - 1, dx)); children_box.x_min = box.x_min - dx; children_box.x_max = box.x_min + internal_dimx - dx; } if (y_frame_) { const int external_dimy = box.y_max - box.y_min; const int internal_dimy = std::max(requirement_.min_y, external_dimy); const int focused_dimy = selected_box.y_max - selected_box.y_min; int dy = selected_box.y_min - external_dimy / 2 + focused_dimy / 2; dy = std::max(0, std::min(internal_dimy - external_dimy - 1, dy)); children_box.y_min = box.y_min - dy; children_box.y_max = box.y_min + internal_dimy - dy; } children_[0]->SetBox(children_box); } void Render(Screen& screen) override { const AutoReset stencil(&screen.stencil, Box::Intersection(box_, screen.stencil)); children_[0]->Render(screen); } private: bool x_frame_; bool y_frame_; }; class FocusCursor : public Focus { public: FocusCursor(Elements children, Screen::Cursor::Shape shape) : Focus(std::move(children)), shape_(shape) {} private: void Render(Screen& screen) override { Select::Render(screen); // NOLINT screen.SetCursor(Screen::Cursor{ box_.x_min, box_.y_min, shape_, }); } Screen::Cursor::Shape shape_; }; } // namespace /// @brief Set the `child` to be the one selected among its siblings. /// @param child The element to be selected. /// @ingroup dom Element select(Element child) { return std::make_shared