FTXUI/src/ftxui/dom/frame.cpp

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#include "ftxui/dom/elements.hpp"
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#include "ftxui/dom/node.hpp"
#include "ftxui/util/autoreset.hpp"
namespace ftxui {
using namespace ftxui;
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// -----------------------------------------------------------------------------
class Select : public Node {
public:
Select(std::vector<std::unique_ptr<Node>> children)
: Node(std::move(children)) {}
void ComputeRequirement() override {
Node::ComputeRequirement();
requirement_ = children[0]->requirement();
auto& selected_box = requirement_.selected_box;
selected_box.x_min = 0;
selected_box.y_min = 0;
selected_box.x_max = requirement_.min.x;
selected_box.y_max = requirement_.min.y;
requirement_.selection = Requirement::SELECTED;
};
void SetBox(Box box) override {
box_ = box;
children[0]->SetBox(box);
}
};
std::unique_ptr<Node> select(Element child) {
return std::make_unique<Select>(unpack(std::move(child)));
}
// -----------------------------------------------------------------------------
class Focus : public Select {
public:
Focus(std::vector<std::unique_ptr<Node>> children)
: Select(std::move(children)) {}
void ComputeRequirement() override {
Select::ComputeRequirement();
requirement_.selection = Requirement::FOCUSED;
};
void Render(Screen& screen) override {
Select::Render(screen);
screen.SetCursor(Screen::Cursor{box_.x_min, box_.y_min});
}
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};
std::unique_ptr<Node> focus(Element child) {
return std::make_unique<Focus>(unpack(std::move(child)));
}
// -----------------------------------------------------------------------------
class Frame : public Node {
public:
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Frame(std::vector<std::unique_ptr<Node>> children)
: Node(std::move(children)) {}
void ComputeRequirement() override {
Node::ComputeRequirement();
requirement_ = children[0]->requirement();
}
void SetBox(Box box) override {
Node::SetBox(box);
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int external_dimx = box.x_max - box.x_min;
int external_dimy = box.y_max - box.y_min;
int internal_dimx = std::max(requirement_.min.x, external_dimx);
int internal_dimy = std::max(requirement_.min.y, external_dimy);
auto& selected_box = requirement_.selected_box;
int focused_dimx = selected_box.x_max - selected_box.x_min;
int focused_dimy = selected_box.y_max - selected_box.y_min;
int dx = selected_box.x_min - external_dimx / 2 + focused_dimx / 2;
int dy = selected_box.y_min - external_dimy / 2 + focused_dimy / 2;
dx = std::max(0, std::min(internal_dimx - external_dimx - 1, dx));
dy = std::max(0, std::min(internal_dimy - external_dimy - 1, dy));
Box children_box = box;
children_box.x_min = box.x_min - dx;
children_box.y_min = box.y_min - dy;
children_box.x_max = box.x_min + internal_dimx - dx;
children_box.y_max = box.y_min + internal_dimy - dy;
children[0]->SetBox(children_box);
// int dx = box.x_max - box.x_min;
// int dy = box.y_max - box.y_min;
// int cdx = std::min(children[0].requirement().min.x
// Box children_box;
// children_box.x_min =
// if (box.x_max - box.x_min >= children[0].requirement().min.x && //
// box.y_max - box.y_min >= children[0].requirement().min.y) {
// children_[0]->SetBox(box);
// dx = 0;
// dy = 0;
// return;
//}
// Box children_box;
// children_box.x_min = box.x_min;
// children_box.y_min = box.x_min;
}
void Render(Screen& screen) override {
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AutoReset<Box> stencil(&screen.stencil,
Box::Intersection(box_, screen.stencil));
children[0]->Render(screen);
}
};
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std::unique_ptr<Node> frame(Element child) {
return std::make_unique<Frame>(unpack(std::move(child)));
}
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} // namespace ftxui