2018-10-19 04:58:38 +08:00
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#ifndef FTXUI_COMPONENT_INPUT_H_
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#define FTXUI_COMPONENT_INPUT_H_
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2021-05-10 02:32:27 +08:00
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#include <functional> // for function
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#include <string> // for wstring
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2018-10-19 04:58:38 +08:00
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2021-05-10 02:32:27 +08:00
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#include "ftxui/component/component.hpp" // for Component
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#include "ftxui/component/component_base.hpp" // for ComponentBase
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#include "ftxui/dom/elements.hpp" // for Element
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#include "ftxui/screen/box.hpp" // for Box
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2020-03-24 04:26:00 +08:00
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2019-01-12 22:00:08 +08:00
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namespace ftxui {
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2021-05-02 02:40:35 +08:00
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struct Event;
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2018-10-19 04:58:38 +08:00
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2020-08-16 08:24:50 +08:00
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/// @brief An input box. The user can type text into it.
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/// @ingroup component.
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2021-05-10 02:32:27 +08:00
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class InputBase : public ComponentBase {
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2018-10-19 04:58:38 +08:00
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public:
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2021-05-10 02:32:27 +08:00
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// Access this interface from a Component
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static InputBase* From(Component component);
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2018-10-19 04:58:38 +08:00
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// Constructor.
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2021-05-10 02:32:27 +08:00
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InputBase(std::wstring* content, const std::wstring* placeholder);
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~InputBase() override = default;
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2018-10-19 04:58:38 +08:00
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// State.
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2020-10-24 22:48:59 +08:00
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int cursor_position = 0;
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2018-10-19 04:58:38 +08:00
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// State update callback.
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2020-09-20 17:47:06 +08:00
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std::function<void()> on_change = [] {};
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std::function<void()> on_enter = [] {};
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2018-10-19 04:58:38 +08:00
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// Component implementation.
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2019-01-12 22:00:08 +08:00
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Element Render() override;
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2019-01-06 23:10:57 +08:00
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bool OnEvent(Event) override;
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2021-04-25 22:58:16 +08:00
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private:
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2021-05-10 02:32:27 +08:00
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std::wstring* const content_;
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const std::wstring* const placeholder_;
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2021-04-25 22:58:16 +08:00
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bool OnMouseEvent(Event);
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Box input_box_;
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Box cursor_box_;
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2018-10-19 04:58:38 +08:00
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};
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2019-01-12 22:00:08 +08:00
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} // namespace ftxui
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2018-10-19 04:58:38 +08:00
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#endif /* end of include guard: FTXUI_COMPONENT_INPUT_H_ */
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2020-08-16 06:24:18 +08:00
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// 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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