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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>
112 lines
3.3 KiB
C++
112 lines
3.3 KiB
C++
#include <functional> // for function
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#include <memory> // for __shared_ptr_access, shared_ptr
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#include <utility> // for move
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#include "ftxui/component/captured_mouse.hpp" // for CapturedMouse
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#include "ftxui/component/component.hpp" // for Make, Renderer
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#include "ftxui/component/component_base.hpp" // for Component, ComponentBase
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#include "ftxui/component/event.hpp" // for Event
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#include "ftxui/component/mouse.hpp" // for Mouse
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#include "ftxui/dom/elements.hpp" // for Element, operator|, reflect
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#include "ftxui/screen/box.hpp" // for Box
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namespace ftxui {
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/// @brief Return a component, using |render| to render its interface.
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/// @param render The function drawing the interface.
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/// @ingroup component
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///
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/// ### Example
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///
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/// ```cpp
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/// auto screen = ScreenInteractive::TerminalOutput();
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/// auto renderer = Renderer([] {
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/// return text("My interface");
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/// });
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/// screen.Loop(renderer);
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/// ```
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Component Renderer(std::function<Element()> render) {
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class Impl : public ComponentBase {
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public:
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Impl(std::function<Element()> render) : render_(std::move(render)) {}
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Element Render() override { return render_(); }
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std::function<Element()> render_;
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};
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return Make<Impl>(std::move(render));
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}
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/// @brief Return a new Component, similar to |child|, but using |render| as the
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/// Component::Render() event.
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/// @param child The component to forward events to.
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/// @param render The function drawing the interface.
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/// @ingroup component
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///
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/// ### Example
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///
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/// ```cpp
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/// auto screen = ScreenInteractive::TerminalOutput();
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/// std::string label = "Click to quit";
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/// auto button = Button(&label, screen.ExitLoopClosure());
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/// auto renderer = Renderer(button, [&] {
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/// return hbox({
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/// text("A button:"),
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/// button->Render(),
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/// });
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/// });
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/// screen.Loop(renderer);
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/// ```
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Component Renderer(Component child, std::function<Element()> render) {
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Component renderer = Renderer(std::move(render));
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renderer->Add(std::move(child));
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return renderer;
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}
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/// @brief Return a focusable component, using |render| to render its interface.
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/// @param render The function drawing the interface, taking a boolean telling
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/// whether the component is focused or not.
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/// @ingroup component
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///
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/// ### Example
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///
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/// ```cpp
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/// auto screen = ScreenInteractive::TerminalOutput();
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/// auto renderer = Renderer([] (bool focused) {
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/// if (focused)
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/// return text("My interface") | inverted;
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/// else
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/// return text("My interface");
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/// });
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/// screen.Loop(renderer);
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/// ```
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Component Renderer(std::function<Element(bool)> render) {
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class Impl : public ComponentBase {
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public:
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Impl(std::function<Element(bool)> render) : render_(std::move(render)) {}
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private:
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Element Render() override { return render_(Focused()) | reflect(box_); }
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bool Focusable() const override { return true; }
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bool OnEvent(Event event) override {
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if (event.is_mouse() && box_.Contain(event.mouse().x, event.mouse().y)) {
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if (!CaptureMouse(event))
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return false;
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TakeFocus();
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}
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return false;
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}
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Box box_;
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std::function<Element(bool)> render_;
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};
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return Make<Impl>(std::move(render));
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}
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} // namespace ftxui
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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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