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Prevent spamming
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@ -74,7 +74,6 @@ int main() {
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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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@ -40,6 +40,7 @@ typedef struct {
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uint16_t endx = 0;
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uint16_t starty = 0;
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uint16_t endy = 0;
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bool changed = false;
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} Region;
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// Pipe elements into decorator togethers.
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@ -12,7 +12,7 @@
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namespace ftxui {
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Region newSelection;
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Region selectedRegion;
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namespace {
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class Selectable : public NodeDecorator {
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@ -24,14 +24,17 @@ class Selectable : public NodeDecorator {
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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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for (int y = std::min(selectedRegion.starty, selectedRegion.endy); y <= std::max(selectedRegion.starty, selectedRegion.endy); ++y) {
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for (int x = std::min(selectedRegion.startx, selectedRegion.endx); x <= std::max(selectedRegion.startx, selectedRegion.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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if(selectedRegion.changed == true) {
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selectedRegion.changed = false;;
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onSelectionChange_(selectedText);
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}
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}
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private:
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@ -58,16 +61,19 @@ bool selectableCatchEvent(Event event) {
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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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selectedRegion.startx = mouse.x;
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selectedRegion.starty = mouse.y;
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selectedRegion.endx = mouse.x;
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selectedRegion.endy = mouse.y;
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selectedRegion.changed = true;
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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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selectedRegion.endx = mouse.x;
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selectedRegion.endy = mouse.y;
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selectedRegion.changed = true;
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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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selectedRegion.endx = mouse.x;
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selectedRegion.endy = mouse.y;
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selectedRegion.changed = true;
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}
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return true;
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