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In the past, FTXUI switched from std::string to std::wstring to support fullwidth characters. The reasons was that fullwidth characters can be stored inside a single wchar_t. Then FTXUI added support for combining characters. A single glygh doesn't even fit a wchar_t. Instead, a glyph can be arbitrary large. The usage of wstring doesn't really fit the new model and have several drawbacks: 1. It doesn't simplify the implementation of FTXUI, because of combining characters. 2. It reduces drawing performance by 2x. 3. It increase Screen's memory allocation by 2x. This patch converts FTXUI to use std::string internally. It now exposes std::string based API. The std::wstring API remains, but is now deprecated. Tests and examples haven't been update to show the breakage is limited. They will be updated in a second set of patches. Bug: https://github.com/ArthurSonzogni/FTXUI/issues/153 Co-authored-by: Tushar Maheshwari <tushar27192@gmail.com>
74 lines
2.6 KiB
C++
74 lines
2.6 KiB
C++
#include <memory> // for allocator, shared_ptr, __shared_ptr_access
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#include <string> // for operator+, to_wstring
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#include "ftxui/component/captured_mouse.hpp" // for ftxui
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#include "ftxui/component/component.hpp" // for Button, Horizontal, Renderer
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#include "ftxui/component/component_base.hpp" // for ComponentBase
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#include "ftxui/component/component_options.hpp" // for ButtonOption
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#include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive
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#include "ftxui/dom/deprecated.hpp" // for text
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#include "ftxui/dom/elements.hpp" // for separator, Element, operator|, vbox, border
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using namespace ftxui;
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// An example of how to compose multiple components into one and maintain their
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// interactiveness.
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int main(int argc, const char* argv[]) {
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auto button_option = ButtonOption();
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button_option.border = false;
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auto left_count = 0;
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auto right_count = 0;
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auto left_buttons = Container::Horizontal({
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Button(
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"[Decrease]", [&] { left_count--; }, &button_option),
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Button(
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"[Increase]", [&] { left_count++; }, &button_option),
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});
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auto right_buttons = Container::Horizontal({
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Button(
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"[Decrease]", [&] { right_count--; }, &button_option),
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Button(
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"[Increase]", [&] { right_count++; }, &button_option),
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});
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// Renderer decorates its child with a new rendering function. The way the
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// children reacts to events is maintained.
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auto leftpane = Renderer(left_buttons, [&] {
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return vbox({
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text(L"This is the left control"),
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separator(),
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text(L"Left button count: " + std::to_wstring(left_count)),
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left_buttons->Render(),
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}) |
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border;
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});
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auto rightpane = Renderer(right_buttons, [&] {
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return vbox({
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text(L"This is the right control"),
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separator(),
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text(L"Right button count: " + std::to_wstring(right_count)),
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right_buttons->Render(),
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}) |
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border;
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});
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// Container groups components togethers. To render a Container::Horizontal,
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// it render its children side by side. It maintains their interactiveness and
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// provide the logic to navigate from one to the other using the arrow keys.
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auto composition = Container::Horizontal({leftpane, rightpane});
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auto screen = ScreenInteractive::FitComponent();
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screen.Loop(composition);
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return 0;
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}
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// Thanks to Chris Morgan for this example!
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// Copyright 2021 Arthur Sonzogni. All rights reserved.
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// Use of this source code is governed by the MIT license that can be found in
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// the LICENSE file.
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