Better integratiion

This commit is contained in:
Clement Roblot 2024-08-02 23:03:37 +07:00
parent 10a4a04529
commit 2de925f2c6
5 changed files with 89 additions and 94 deletions

View File

@ -82,7 +82,7 @@ add_library(dom
src/ftxui/dom/gridbox.cpp
src/ftxui/dom/hbox.cpp
src/ftxui/dom/inverted.cpp
src/ftxui/dom/selected.cpp
src/ftxui/dom/selectable.cpp
src/ftxui/dom/linear_gradient.cpp
src/ftxui/dom/node.cpp
src/ftxui/dom/node_decorator.cpp

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@ -68,52 +68,18 @@ int main() {
text("select_end " + std::to_string(selection.endx) + ";" + std::to_string(selection.endy)),
text("textToCopy " + textToCopy)
}) |
border | selected(selection, [&textToCopy](std::string selected){textToCopy = selected;});
border | selectable([&textToCopy](std::string txtSelected){textToCopy = txtSelected;});
});
// 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
// TODO: Implement the double click on word to select the word
// TODO: Implement the double click and drag to select word by word (optional)
// TODO: Implement the tripple click to select an entire line
// TODO: Call onSelectionChange_ only when the selection indeed did change, not at every render?
// TODO: Add a "selectable" flag in the pixel class and take it into account when selecting things
renderer |= CatchEvent([&](Event event) {
if (event.is_mouse()) {
auto& mouse = event.mouse();
if (mouse.button == Mouse::Left) {
if (mouse.motion == Mouse::Pressed)
{
selection.startx = mouse.x;
selection.starty = mouse.y;
selection.endx = mouse.x;
selection.endy = mouse.y;
}
else if (mouse.motion == Mouse::Released)
{
selection.endx = mouse.x;
selection.endy = mouse.y;
}
else if (mouse.motion == Mouse::Moved)
{
selection.endx = mouse.x;
selection.endy = mouse.y;
}
screen.PostEvent(Event::Custom);
return true;
}
}
// if (event == Event::SpecialKey("Ctrl+Shift+C")) {
// textToCopy = "Kikoo!";
// //clip::set_text(text_to_copy); // Set the clipboard content
// screen.PostEvent(Event::Custom);
// return true;
// }
return false;
return selectableCatchEvent(event);
});
screen.Loop(renderer);

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@ -16,6 +16,7 @@
#include "ftxui/screen/color.hpp"
#include "ftxui/screen/terminal.hpp"
#include "ftxui/util/ref.hpp"
#include "ftxui/component/event.hpp"
namespace ftxui {
class Node;
@ -104,8 +105,9 @@ Element canvas(std::function<void(Canvas&)>);
Element bold(Element);
Element dim(Element);
Element inverted(Element);
Element selected(Region &selection, std::function<void(const std::string)> onSelectionChange, Element);
Decorator selected(Region &selection, std::function<void(const std::string)> onSelectionChange);
Element selectable(std::function<void(const std::string)> onSelectionChange, Element);
Decorator selectable(std::function<void(const std::string)> onSelectionChange);
bool selectableCatchEvent(Event event);
Element underlined(Element);
Element underlinedDouble(Element);
Element blink(Element);

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@ -0,0 +1,80 @@
// 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.
#include <memory> // for make_shared
#include <utility> // for move
#include "ftxui/dom/elements.hpp" // for Element, inverted
#include "ftxui/dom/node.hpp" // for Node
#include "ftxui/dom/node_decorator.hpp" // for NodeDecorator
#include "ftxui/screen/box.hpp" // for Box
#include "ftxui/screen/screen.hpp" // for Pixel, Screen
namespace ftxui {
Region newSelection;
namespace {
class Selectable : public NodeDecorator {
public:
using NodeDecorator::NodeDecorator;
Selectable(Element child, std::function<void(const std::string)> onSelectionChange)
: NodeDecorator(std::move(child)), onSelectionChange_(onSelectionChange) {}
void Render(Screen& screen) override {
Node::Render(screen);
std::string selectedText = "";
for (int y = std::min(newSelection.starty, newSelection.endy); y <= std::max(newSelection.starty, newSelection.endy); ++y) {
for (int x = std::min(newSelection.startx, newSelection.endx); x <= std::max(newSelection.startx, newSelection.endx)-1; ++x) {
screen.PixelAt(x, y).inverted ^= true;
selectedText += screen.PixelAt(x, y).character;
}
}
onSelectionChange_(selectedText);
}
private:
std::function<void(const std::string)> onSelectionChange_;
};
} // namespace
/// @brief Add a filter that will invert the foreground and the background
/// colors.
/// @ingroup dom
Element selectable(std::function<void(const std::string)> onSelectionChange, Element child) {
return std::make_shared<Selectable>(std::move(child), onSelectionChange);
}
Decorator selectable(std::function<void(const std::string)> onSelectionChange) {
return [onSelectionChange](Element child) { return selectable(onSelectionChange, std::move(child)); };
}
bool selectableCatchEvent(Event event) {
if (event.is_mouse()) {
auto& mouse = event.mouse();
if (mouse.button == Mouse::Left) {
if (mouse.motion == Mouse::Pressed) {
newSelection.startx = mouse.x;
newSelection.starty = mouse.y;
newSelection.endx = mouse.x;
newSelection.endy = mouse.y;
} else if (mouse.motion == Mouse::Released) {
newSelection.endx = mouse.x;
newSelection.endy = mouse.y;
} else if (mouse.motion == Mouse::Moved) {
newSelection.endx = mouse.x;
newSelection.endy = mouse.y;
}
return true;
}
}
return false;
}
} // namespace ftxui

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@ -1,53 +0,0 @@
// 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.
#include <memory> // for make_shared
#include <utility> // for move
#include "ftxui/dom/elements.hpp" // for Element, inverted
#include "ftxui/dom/node.hpp" // for Node
#include "ftxui/dom/node_decorator.hpp" // for NodeDecorator
#include "ftxui/screen/box.hpp" // for Box
#include "ftxui/screen/screen.hpp" // for Pixel, Screen
namespace ftxui {
namespace {
class Selected : public NodeDecorator {
public:
using NodeDecorator::NodeDecorator;
Selected(Element child, Region &selection, std::function<void(const std::string)> onSelectionChange)
: NodeDecorator(std::move(child)), selection_(selection), onSelectionChange_(onSelectionChange) {}
void Render(Screen& screen) override {
Node::Render(screen);
std::string selectedText = "";
for (int y = std::min(selection_.starty, selection_.endy); y <= std::max(selection_.starty, selection_.endy); ++y) {
for (int x = std::min(selection_.startx, selection_.endx); x <= std::max(selection_.startx, selection_.endx)-1; ++x) {
screen.PixelAt(x, y).inverted ^= true;
selectedText += screen.PixelAt(x, y).character;
}
}
onSelectionChange_(selectedText);
}
private:
Region &selection_;
std::function<void(const std::string)> onSelectionChange_;
};
} // namespace
/// @brief Add a filter that will invert the foreground and the background
/// colors.
/// @ingroup dom
Element selected(Region &selection, std::function<void(const std::string)> onSelectionChange, Element child) {
return std::make_shared<Selected>(std::move(child), selection, onSelectionChange);
}
Decorator selected(Region &selection, std::function<void(const std::string)> onSelectionChange) {
return [&selection, onSelectionChange](Element child) { return selected(selection, onSelectionChange, std::move(child)); };
}
} // namespace ftxui