FTXUI/src/ftxui/component/menu.cpp

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#include <stddef.h> // for size_t
#include <algorithm> // for max, min
#include <functional> // for function
#include <memory> // for shared_ptr, allocator_traits<>::value_type
#include <string> // for operator+, string
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#include <utility> // for move
#include <vector> // for vector, __alloc_traits<>::value_type
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#include "ftxui/component/captured_mouse.hpp" // for CapturedMouse
#include "ftxui/component/component.hpp" // for Make, Menu
#include "ftxui/component/component_base.hpp" // for ComponentBase
#include "ftxui/component/component_options.hpp" // for MenuOption
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#include "ftxui/component/event.hpp" // for Event, Event::ArrowDown, Event::ArrowUp, Event::Return, Event::Tab, Event::TabReverse
#include "ftxui/component/mouse.hpp" // for Mouse, Mouse::Left, Mouse::Released
#include "ftxui/component/screen_interactive.hpp" // for Component
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#include "ftxui/dom/elements.hpp" // for operator|, Element, reflect, text, vbox, Elements, focus, nothing, select
#include "ftxui/screen/box.hpp" // for Box
#include "ftxui/util/ref.hpp" // for Ref
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namespace ftxui {
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/// @brief A list of items. The user can navigate through them.
/// @ingroup component
class MenuBase : public ComponentBase {
public:
MenuBase(ConstStringListRef entries, int* selected, Ref<MenuOption> option)
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: entries_(entries), selected_(selected), option_(option) {}
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Element Render() override {
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Elements elements;
bool is_menu_focused = Focused();
boxes_.resize(entries_.size());
for (size_t i = 0; i < entries_.size(); ++i) {
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bool is_focused = (focused_entry() == int(i)) && is_menu_focused;
bool is_selected = (*selected_ == int(i));
auto style = is_selected ? (is_focused ? option_->style_selected_focused
: option_->style_selected)
: (is_focused ? option_->style_focused
: option_->style_normal);
auto focus_management = !is_selected ? nothing
: is_menu_focused ? focus
: select;
auto icon = is_selected ? "> " : " ";
elements.push_back(text(icon + entries_[i]) | style | focus_management |
reflect(boxes_[i]));
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}
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return vbox(std::move(elements)) | reflect(box_);
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}
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bool OnEvent(Event event) override {
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if (!CaptureMouse(event))
return false;
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if (event.is_mouse())
return OnMouseEvent(event);
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if (Focused()) {
int old_selected = *selected_;
if (event == Event::ArrowUp || event == Event::Character('k'))
(*selected_)--;
if (event == Event::ArrowDown || event == Event::Character('j'))
(*selected_)++;
if (event == Event::Tab && entries_.size())
*selected_ = (*selected_ + 1) % entries_.size();
if (event == Event::TabReverse && entries_.size())
*selected_ = (*selected_ + entries_.size() - 1) % entries_.size();
*selected_ = std::max(0, std::min(int(entries_.size()) - 1, *selected_));
if (*selected_ != old_selected) {
focused_entry() = *selected_;
option_->on_change();
return true;
}
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}
if (event == Event::Return) {
option_->on_enter();
return true;
}
return false;
}
bool OnMouseEvent(Event event) {
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if (event.mouse().button == Mouse::WheelDown ||
event.mouse().button == Mouse::WheelUp) {
return OnMouseWheel(event);
}
if (event.mouse().button != Mouse::None &&
event.mouse().button != Mouse::Left) {
return false;
}
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if (!CaptureMouse(event))
return false;
for (int i = 0; i < int(boxes_.size()); ++i) {
if (!boxes_[i].Contain(event.mouse().x, event.mouse().y))
continue;
TakeFocus();
focused_entry() = i;
if (event.mouse().button == Mouse::Left &&
event.mouse().motion == Mouse::Released) {
if (*selected_ != i) {
*selected_ = i;
option_->on_change();
}
return true;
}
}
return false;
}
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bool OnMouseWheel(Event event) {
if (!box_.Contain(event.mouse().x, event.mouse().y))
return false;
int old_selected = *selected_;
if (event.mouse().button == Mouse::WheelUp)
(*selected_)--;
if (event.mouse().button == Mouse::WheelDown)
(*selected_)++;
*selected_ = std::max(0, std::min(int(entries_.size()) - 1, *selected_));
if (*selected_ != old_selected)
option_->on_change();
return true;
}
bool Focusable() const final { return entries_.size(); }
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int& focused_entry() { return option_->focused_entry(); }
protected:
ConstStringListRef entries_;
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int* selected_ = 0;
Ref<MenuOption> option_;
std::vector<Box> boxes_;
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Box box_;
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};
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/// @brief A list of text. The focused element is selected.
/// @param entries The list of entries in the menu.
/// @param selected The index of the currently selected element.
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/// @param option Additional optional parameters.
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/// @ingroup component
/// @see MenuBase
///
/// ### Example
///
/// ```cpp
/// auto screen = ScreenInteractive::TerminalOutput();
/// std::vector<std::string> entries = {
/// "entry 1",
/// "entry 2",
/// "entry 3",
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/// };
/// int selected = 0;
/// auto menu = Menu(&entries, &selected);
/// screen.Loop(menu);
/// ```
///
/// ### Output
///
/// ```bash
/// > entry 1
/// entry 2
/// entry 3
/// ```
Component Menu(ConstStringListRef entries,
int* selected,
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Ref<MenuOption> option) {
return Make<MenuBase>(entries, selected, std::move(option));
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}
Component MenuEntry(ConstStringRef label, Ref<MenuEntryOption> option) {
class Impl : public ComponentBase {
public:
Impl(ConstStringRef label, Ref<MenuEntryOption> option)
: label_(std::move(label)), option_(std::move(option)) {}
private:
Element Render() override {
bool focused = Focused();
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auto style = hovered_ ? (focused ? option_->style_selected_focused
: option_->style_selected)
: (focused ? option_->style_focused
: option_->style_normal);
auto focus_management = focused ? select : nothing;
auto label = focused ? "> " + (*label_) //
: " " + (*label_);
return text(label) | style | focus_management | reflect(box_);
}
bool Focusable() const override { return true; }
bool OnEvent(Event event) override {
if (!event.is_mouse())
return false;
hovered_ = box_.Contain(event.mouse().x, event.mouse().y);
if (!hovered_)
return false;
if (event.mouse().button == Mouse::Left &&
event.mouse().motion == Mouse::Released) {
TakeFocus();
return true;
}
return false;
}
ConstStringRef label_;
Ref<MenuEntryOption> option_;
Box box_;
bool hovered_ = false;
};
return Make<Impl>(std::move(label), std::move(option));
}
} // namespace ftxui
// Copyright 2020 Arthur Sonzogni. All rights reserved.
// Use of this source code is governed by the MIT license that can be found in
// the LICENSE file.