FTXUI/src/ftxui/component/toggle.cpp

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#include "ftxui/component/toggle.hpp"
#include "ftxui/component/screen_interactive.hpp"
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#include <algorithm>
namespace ftxui {
Element Toggle::Render() {
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Elements children;
bool is_toggle_focused = Focused();
boxes_.resize(entries.size());
for (size_t i = 0; i < entries.size(); ++i) {
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// Separator.
if (i != 0)
children.push_back(separator());
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bool is_focused = (focused == int(i)) && is_toggle_focused;
bool is_selected = (selected == int(i));
auto style = is_selected
? (is_focused ? selected_focused_style : selected_style)
: (is_focused ? focused_style : normal_style);
auto focus_management = !is_selected ? nothing
: is_toggle_focused ? focus
: select;
children.push_back(text(entries[i]) | style | focus_management |
reflect(boxes_[i]));
}
return hbox(std::move(children));
}
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bool Toggle::OnEvent(Event event) {
if (event.is_mouse())
return OnMouseEvent(event);
int old_selected = selected;
if (event == Event::ArrowLeft || event == Event::Character('h'))
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selected--;
if (event == Event::ArrowRight || event == Event::Character('l'))
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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 (old_selected != selected) {
focused = selected;
on_change();
return true;
}
if (event == Event::Return) {
on_enter();
return true;
}
return false;
}
bool Toggle::OnMouseEvent(Event event) {
if (!event.screen()->CaptureMouse())
return false;
for (int i = 0; i < boxes_.size(); ++i) {
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if (!boxes_[i].Contain(event.mouse().x, event.mouse().y))
continue;
TakeFocus();
focused = i;
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if (event.mouse().button == Mouse::Left &&
event.mouse().motion == Mouse::Pressed) {
TakeFocus();
if (selected != i) {
selected = i;
on_change();
}
return true;
}
}
return false;
}
} // 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.