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Instead of two levels of focus with `focus` and `selected`, use a recursive level. The components set the one "active" and hbox/vbox/dbox Co-authored-by: ArthurSonzogni <sonzogniarthur@gmail.com>
80 lines
2.3 KiB
C++
80 lines
2.3 KiB
C++
// 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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#ifndef FTXUI_DOM_NODE_HPP
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#define FTXUI_DOM_NODE_HPP
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#include <memory> // for shared_ptr
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#include <vector> // for vector
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#include "ftxui/dom/requirement.hpp" // for Requirement
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#include "ftxui/dom/selection.hpp" // for Selection
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#include "ftxui/screen/box.hpp" // for Box
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#include "ftxui/screen/screen.hpp"
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namespace ftxui {
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class Node;
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class Screen;
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using Element = std::shared_ptr<Node>;
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using Elements = std::vector<Element>;
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class Node {
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public:
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Node();
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explicit Node(Elements children);
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Node(const Node&) = delete;
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Node(const Node&&) = delete;
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Node& operator=(const Node&) = delete;
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Node& operator=(const Node&&) = delete;
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virtual ~Node();
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// Step 1: Compute layout requirement. Tell parent what dimensions this
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// element wants to be.
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// Propagated from Children to Parents.
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virtual void ComputeRequirement();
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Requirement requirement() { return requirement_; }
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// Step 2: Assign this element its final dimensions.
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// Propagated from Parents to Children.
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virtual void SetBox(Box box);
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// Step 3: (optional) Selection
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// Propagated from Parents to Children.
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virtual void Select(Selection& selection);
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// Step 4: Draw this element.
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virtual void Render(Screen& screen);
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virtual std::string GetSelectedContent(Selection& selection);
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// Layout may not resolve within a single iteration for some elements. This
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// allows them to request additionnal iterations. This signal must be
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// forwarded to children at least once.
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struct Status {
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int iteration = 0;
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bool need_iteration = false;
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};
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virtual void Check(Status* status);
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friend void Render(Screen& screen, Node* node, Selection& selection);
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protected:
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Elements children_;
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Requirement requirement_;
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Box box_;
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};
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void Render(Screen& screen, const Element& element);
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void Render(Screen& screen, Node* node);
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void Render(Screen& screen, Node* node, Selection& selection);
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std::string GetNodeSelectedContent(Screen& screen,
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Node* node,
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Selection& selection);
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} // namespace ftxui
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#endif // FTXUI_DOM_NODE_HPP
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