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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>
96 lines
3.2 KiB
C++
96 lines
3.2 KiB
C++
#include <memory> // for allocator, shared_ptr, __shared_ptr_access
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#include <string> // for wstring, basic_string, char_traits, operator+
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#include <vector> // for vector
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#include "ftxui/component/captured_mouse.hpp" // for ftxui
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#include "ftxui/component/component.hpp" // for Button, Renderer, Horizontal, Tab
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#include "ftxui/component/component_base.hpp" // for ComponentBase
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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 operator|, Element, filler, hbox, separator, center, vbox, bold, border, clear_under, dbox, size, GREATER_THAN, HEIGHT
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int main(int argc, const char* argv[]) {
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using namespace ftxui;
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auto screen = ScreenInteractive::TerminalOutput();
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// There are two layers. One at depth = 0 and the modal window at depth = 1;
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int depth = 0;
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// The current rating of FTXUI.
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std::wstring rating = L"3/5 stars";
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// At depth=0, two buttons. One for rating FTXUI and one for quitting.
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auto button_rate_ftxui = Button("Rate FTXUI", [&] { depth = 1; });
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auto button_quit = Button("Quit", screen.ExitLoopClosure());
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auto depth_0_container = Container::Horizontal({
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button_rate_ftxui,
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button_quit,
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});
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auto depth_0_renderer = Renderer(depth_0_container, [&] {
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return vbox({
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text(L"Modal dialog example"),
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separator(),
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text(L"☆☆☆ FTXUI:" + rating + L" ☆☆☆") | bold,
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filler(),
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hbox({
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button_rate_ftxui->Render(),
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filler(),
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button_quit->Render(),
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}),
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}) |
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border | size(HEIGHT, GREATER_THAN, 18) | center;
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});
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// At depth=1, The "modal" window.
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std::vector<std::wstring> rating_labels = {
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L"1/5 stars", L"2/5 stars", L"3/5 stars", L"4/5 stars", L"5/5 stars",
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};
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auto on_rating = [&](std::wstring new_rating) {
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rating = new_rating;
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depth = 0;
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};
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auto depth_1_container = Container::Horizontal({
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Button(&rating_labels[0], [&] { on_rating(rating_labels[0]); }),
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Button(&rating_labels[1], [&] { on_rating(rating_labels[1]); }),
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Button(&rating_labels[2], [&] { on_rating(rating_labels[2]); }),
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Button(&rating_labels[3], [&] { on_rating(rating_labels[3]); }),
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Button(&rating_labels[4], [&] { on_rating(rating_labels[4]); }),
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});
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auto depth_1_renderer = Renderer(depth_1_container, [&] {
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return vbox({
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text(L"Do you like FTXUI?"),
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separator(),
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hbox(depth_1_container->Render()),
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}) |
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border;
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});
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auto main_container = Container::Tab(
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{
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depth_0_renderer,
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depth_1_renderer,
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},
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&depth);
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auto main_renderer = Renderer(main_container, [&] {
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Element document = depth_0_renderer->Render();
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if (depth == 1) {
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document = dbox({
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document,
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depth_1_renderer->Render() | clear_under | center,
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});
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}
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return document;
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});
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screen.Loop(main_renderer);
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return 0;
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}
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// Copyright 2020 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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