mirror of
https://github.com/ArthurSonzogni/FTXUI.git
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201 lines
5.6 KiB
C++
201 lines
5.6 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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#include <ftxui/screen/box.hpp> // for Box
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#include <string>
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#include <utility> // for move
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#include <cstddef>
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#include "ftxui/dom/node.hpp"
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#include "ftxui/dom/selection.hpp" // for Selection
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#include "ftxui/screen/screen.hpp" // for Screen
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namespace ftxui {
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Node::Node() = default;
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Node::Node(Elements children) : children_(std::move(children)) {}
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Node::~Node() = default;
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/// @brief Compute how much space an element needs.
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void Node::ComputeRequirement() {
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if (children_.empty()) {
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return;
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}
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for (auto& child : children_) {
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child->ComputeRequirement();
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}
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// By default, the requirement is the one of the first child.
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requirement_ = children_[0]->requirement();
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// Propagate the focused requirement.
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for (size_t i = 1; i < children_.size(); ++i) {
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if (!requirement_.focused.enabled &&
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children_[i]->requirement().focused.enabled) {
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requirement_.focused = children_[i]->requirement().focused;
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}
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}
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}
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/// @brief Assign a position and a dimension to an element for drawing.
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void Node::SetBox(Box box) {
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box_ = box;
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}
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/// @brief Compute the selection of an element.
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void Node::Select(Selection& selection) {
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// If this Node box_ doesn't intersect with the selection, then no selection.
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if (Box::Intersection(selection.GetBox(), box_).IsEmpty()) {
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return;
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}
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// By default we defer the selection to the children.
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for (auto& child : children_) {
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child->Select(selection);
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}
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}
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/// @brief Display an element on a ftxui::Screen.
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void Node::Render(Screen& screen) {
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for (auto& child : children_) {
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child->Render(screen);
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}
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}
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void Node::Check(Status* status) {
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for (auto& child : children_) {
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child->Check(status);
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}
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status->need_iteration |= (status->iteration == 0);
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}
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std::string Node::GetSelectedContent(Selection& selection) {
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std::string content;
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for (auto& child : children_) {
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content += child->GetSelectedContent(selection);
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}
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return content;
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}
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/// @brief Display an element on a ftxui::Screen.
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/// @ingroup dom
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void Render(Screen& screen, const Element& element) {
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Selection selection;
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Render(screen, element.get(), selection);
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}
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/// @brief Display an element on a ftxui::Screen.
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/// @ingroup dom
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void Render(Screen& screen, Node* node) {
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Selection selection;
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Render(screen, node, selection);
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}
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void Render(Screen& screen, Node* node, Selection& selection) {
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Box box;
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box.x_min = 0;
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box.y_min = 0;
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box.x_max = screen.dimx() - 1;
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box.y_max = screen.dimy() - 1;
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Node::Status status;
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node->Check(&status);
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const int max_iterations = 20;
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while (status.need_iteration && status.iteration < max_iterations) {
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// Step 1: Find what dimension this elements wants to be.
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node->ComputeRequirement();
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// Step 2: Assign a dimension to the element.
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node->SetBox(box);
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// Check if the element needs another iteration of the layout algorithm.
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status.need_iteration = false;
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status.iteration++;
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node->Check(&status);
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}
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// Step 3: Selection
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if (!selection.IsEmpty()) {
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node->Select(selection);
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}
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if (node->requirement().focused.enabled
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#if defined(FTXUI_MICROSOFT_TERMINAL_FALLBACK)
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// Setting the cursor to the right position allow folks using CJK (China,
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// Japanese, Korean, ...) characters to see their [input method editor]
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// displayed at the right location. See [issue].
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//
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// [input method editor]:
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// https://en.wikipedia.org/wiki/Input_method
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//
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// [issue]:
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// https://github.com/ArthurSonzogni/FTXUI/issues/2#issuecomment-505282355
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//
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// Unfortunately, Microsoft terminal do not handle properly hiding the
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// cursor. Instead the character under the cursor is hidden, which is a
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// big problem. As a result, we can't enable setting cursor to the right
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// location. It will be displayed at the bottom right corner.
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// See:
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// https://github.com/microsoft/terminal/issues/1203
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// https://github.com/microsoft/terminal/issues/3093
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&&
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node->requirement().focused.cursor_shape != Screen::Cursor::Shape::Hidden
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#endif
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) {
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screen.SetCursor(Screen::Cursor{
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node->requirement().focused.node->box_.x_max,
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node->requirement().focused.node->box_.y_max,
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node->requirement().focused.cursor_shape,
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});
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} else {
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screen.SetCursor(Screen::Cursor{
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screen.dimx() - 1,
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screen.dimy() - 1,
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Screen::Cursor::Shape::Hidden,
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});
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}
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// Step 4: Draw the element.
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screen.stencil = box;
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node->Render(screen);
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// Step 5: Apply shaders
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screen.ApplyShader();
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}
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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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Box box;
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box.x_min = 0;
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box.y_min = 0;
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box.x_max = screen.dimx() - 1;
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box.y_max = screen.dimy() - 1;
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Node::Status status;
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node->Check(&status);
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const int max_iterations = 20;
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while (status.need_iteration && status.iteration < max_iterations) {
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// Step 1: Find what dimension this elements wants to be.
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node->ComputeRequirement();
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// Step 2: Assign a dimension to the element.
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node->SetBox(box);
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// Check if the element needs another iteration of the layout algorithm.
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status.need_iteration = false;
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status.iteration++;
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node->Check(&status);
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}
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// Step 3: Selection
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node->Select(selection);
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// Step 4: get the selected content.
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return node->GetSelectedContent(selection);
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}
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} // namespace ftxui
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