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https://github.com/ArthurSonzogni/FTXUI.git
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Better integratiion
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parent
10a4a04529
commit
2de925f2c6
@ -82,7 +82,7 @@ add_library(dom
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src/ftxui/dom/gridbox.cpp
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src/ftxui/dom/hbox.cpp
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src/ftxui/dom/inverted.cpp
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src/ftxui/dom/selected.cpp
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src/ftxui/dom/selectable.cpp
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src/ftxui/dom/linear_gradient.cpp
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src/ftxui/dom/node.cpp
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src/ftxui/dom/node_decorator.cpp
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@ -68,52 +68,18 @@ int main() {
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text("select_end " + std::to_string(selection.endx) + ";" + std::to_string(selection.endy)),
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text("textToCopy " + textToCopy)
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}) |
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border | selected(selection, [&textToCopy](std::string selected){textToCopy = selected;});
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border | selectable([&textToCopy](std::string txtSelected){textToCopy = txtSelected;});
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});
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// TODO: Is there a way for me to embedd the catchEvent in the selected decorator? At a minimum move the function in the selected.cpp file and add doc to call it
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// TODO: Implement the double click on word to select the word
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// TODO: Implement the double click and drag to select word by word (optional)
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// TODO: Implement the tripple click to select an entire line
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// TODO: Call onSelectionChange_ only when the selection indeed did change, not at every render?
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// TODO: Add a "selectable" flag in the pixel class and take it into account when selecting things
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renderer |= CatchEvent([&](Event event) {
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if (event.is_mouse()) {
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auto& mouse = event.mouse();
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if (mouse.button == Mouse::Left) {
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if (mouse.motion == Mouse::Pressed)
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{
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selection.startx = mouse.x;
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selection.starty = mouse.y;
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selection.endx = mouse.x;
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selection.endy = mouse.y;
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}
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else if (mouse.motion == Mouse::Released)
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{
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selection.endx = mouse.x;
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selection.endy = mouse.y;
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}
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else if (mouse.motion == Mouse::Moved)
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{
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selection.endx = mouse.x;
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selection.endy = mouse.y;
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}
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screen.PostEvent(Event::Custom);
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return true;
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}
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}
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// if (event == Event::SpecialKey("Ctrl+Shift+C")) {
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// textToCopy = "Kikoo!";
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// //clip::set_text(text_to_copy); // Set the clipboard content
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// screen.PostEvent(Event::Custom);
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// return true;
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// }
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return false;
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return selectableCatchEvent(event);
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});
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screen.Loop(renderer);
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@ -16,6 +16,7 @@
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#include "ftxui/screen/color.hpp"
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#include "ftxui/screen/terminal.hpp"
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#include "ftxui/util/ref.hpp"
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#include "ftxui/component/event.hpp"
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namespace ftxui {
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class Node;
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@ -104,8 +105,9 @@ Element canvas(std::function<void(Canvas&)>);
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Element bold(Element);
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Element dim(Element);
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Element inverted(Element);
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Element selected(Region &selection, std::function<void(const std::string)> onSelectionChange, Element);
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Decorator selected(Region &selection, std::function<void(const std::string)> onSelectionChange);
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Element selectable(std::function<void(const std::string)> onSelectionChange, Element);
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Decorator selectable(std::function<void(const std::string)> onSelectionChange);
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bool selectableCatchEvent(Event event);
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Element underlined(Element);
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Element underlinedDouble(Element);
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Element blink(Element);
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80
src/ftxui/dom/selectable.cpp
Normal file
80
src/ftxui/dom/selectable.cpp
Normal file
@ -0,0 +1,80 @@
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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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#include <memory> // for make_shared
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#include <utility> // for move
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#include "ftxui/dom/elements.hpp" // for Element, inverted
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#include "ftxui/dom/node.hpp" // for Node
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#include "ftxui/dom/node_decorator.hpp" // for NodeDecorator
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#include "ftxui/screen/box.hpp" // for Box
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#include "ftxui/screen/screen.hpp" // for Pixel, Screen
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namespace ftxui {
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Region newSelection;
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namespace {
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class Selectable : public NodeDecorator {
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public:
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using NodeDecorator::NodeDecorator;
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Selectable(Element child, std::function<void(const std::string)> onSelectionChange)
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: NodeDecorator(std::move(child)), onSelectionChange_(onSelectionChange) {}
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void Render(Screen& screen) override {
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Node::Render(screen);
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std::string selectedText = "";
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for (int y = std::min(newSelection.starty, newSelection.endy); y <= std::max(newSelection.starty, newSelection.endy); ++y) {
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for (int x = std::min(newSelection.startx, newSelection.endx); x <= std::max(newSelection.startx, newSelection.endx)-1; ++x) {
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screen.PixelAt(x, y).inverted ^= true;
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selectedText += screen.PixelAt(x, y).character;
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}
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}
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onSelectionChange_(selectedText);
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}
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private:
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std::function<void(const std::string)> onSelectionChange_;
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};
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} // namespace
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/// @brief Add a filter that will invert the foreground and the background
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/// colors.
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/// @ingroup dom
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Element selectable(std::function<void(const std::string)> onSelectionChange, Element child) {
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return std::make_shared<Selectable>(std::move(child), onSelectionChange);
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}
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Decorator selectable(std::function<void(const std::string)> onSelectionChange) {
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return [onSelectionChange](Element child) { return selectable(onSelectionChange, std::move(child)); };
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}
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bool selectableCatchEvent(Event event) {
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if (event.is_mouse()) {
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auto& mouse = event.mouse();
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if (mouse.button == Mouse::Left) {
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if (mouse.motion == Mouse::Pressed) {
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newSelection.startx = mouse.x;
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newSelection.starty = mouse.y;
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newSelection.endx = mouse.x;
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newSelection.endy = mouse.y;
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} else if (mouse.motion == Mouse::Released) {
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newSelection.endx = mouse.x;
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newSelection.endy = mouse.y;
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} else if (mouse.motion == Mouse::Moved) {
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newSelection.endx = mouse.x;
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newSelection.endy = mouse.y;
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}
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return true;
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}
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}
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return false;
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}
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} // namespace ftxui
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@ -1,53 +0,0 @@
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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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#include <memory> // for make_shared
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#include <utility> // for move
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#include "ftxui/dom/elements.hpp" // for Element, inverted
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#include "ftxui/dom/node.hpp" // for Node
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#include "ftxui/dom/node_decorator.hpp" // for NodeDecorator
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#include "ftxui/screen/box.hpp" // for Box
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#include "ftxui/screen/screen.hpp" // for Pixel, Screen
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namespace ftxui {
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namespace {
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class Selected : public NodeDecorator {
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public:
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using NodeDecorator::NodeDecorator;
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Selected(Element child, Region &selection, std::function<void(const std::string)> onSelectionChange)
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: NodeDecorator(std::move(child)), selection_(selection), onSelectionChange_(onSelectionChange) {}
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void Render(Screen& screen) override {
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Node::Render(screen);
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std::string selectedText = "";
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for (int y = std::min(selection_.starty, selection_.endy); y <= std::max(selection_.starty, selection_.endy); ++y) {
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for (int x = std::min(selection_.startx, selection_.endx); x <= std::max(selection_.startx, selection_.endx)-1; ++x) {
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screen.PixelAt(x, y).inverted ^= true;
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selectedText += screen.PixelAt(x, y).character;
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}
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}
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onSelectionChange_(selectedText);
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}
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private:
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Region &selection_;
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std::function<void(const std::string)> onSelectionChange_;
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};
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} // namespace
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/// @brief Add a filter that will invert the foreground and the background
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/// colors.
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/// @ingroup dom
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Element selected(Region &selection, std::function<void(const std::string)> onSelectionChange, Element child) {
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return std::make_shared<Selected>(std::move(child), selection, onSelectionChange);
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}
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Decorator selected(Region &selection, std::function<void(const std::string)> onSelectionChange) {
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return [&selection, onSelectionChange](Element child) { return selected(selection, onSelectionChange, std::move(child)); };
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}
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} // namespace ftxui
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