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Automerge feature. (#313)
Add the `automerge` attribute to the Pixel bit field. It controls whether two pixels must be automerged. Defining this allows two mergeable characters not to be merged. This was requested by: https://github.com/ArthurSonzogni/FTXUI/issues/285
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@ -6,6 +6,10 @@ unreleased (development)
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### Features:
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#### Screen
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- Add the `automerge` to the Pixel bit field. This now controls which pixels are
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automatically merged.
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#### DOM:
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- Add the `Canvas` class and `ElementFrom('canvas')` function. Together users of
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the library can draw using braille and block characters.
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@ -30,6 +34,9 @@ unreleased (development)
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### Bug
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#### Table
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- The `table` horizontal and vertical separator are now correctly expanded.
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#### Component
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- `Input` shouldn't take focus when hovered by the mouse.
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- Modifying `Input`'s during on_enter/on_change event is now working correctly.
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@ -28,13 +28,15 @@ struct Pixel {
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bool dim : 1;
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bool inverted : 1;
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bool underlined : 1;
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bool automerge : 1;
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Pixel()
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: blink(false),
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bold(false),
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dim(false),
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inverted(false),
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underlined(false) {}
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underlined(false),
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automerge(false) {}
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};
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/// @brief Define how the Screen's dimensions should look like.
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@ -89,13 +89,22 @@ class Border : public Node {
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screen.at(box_.x_max, box_.y_min) = charset[1];
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screen.at(box_.x_min, box_.y_max) = charset[2];
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screen.at(box_.x_max, box_.y_max) = charset[3];
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for (float x = box_.x_min + 1; x < box_.x_max; ++x) {
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screen.at(x, box_.y_min) = charset[4];
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screen.at(x, box_.y_max) = charset[4];
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Pixel& p1 = screen.PixelAt(x, box_.y_min);
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Pixel& p2 = screen.PixelAt(x, box_.y_max);
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p1.character = charset[4];
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p2.character = charset[4];
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p1.automerge = true;
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p2.automerge = true;
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}
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for (float y = box_.y_min + 1; y < box_.y_max; ++y) {
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screen.at(box_.x_min, y) = charset[5];
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screen.at(box_.x_max, y) = charset[5];
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Pixel& p3 = screen.PixelAt(box_.x_min, y);
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Pixel& p4 = screen.PixelAt(box_.x_max, y);
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p3.character = charset[5];
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p4.character = charset[5];
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p3.automerge = true;
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p4.automerge = true;
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}
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// Draw title.
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@ -109,12 +118,20 @@ class Border : public Node {
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screen.PixelAt(box_.x_min, box_.y_max) = charset_pixel[2];
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screen.PixelAt(box_.x_max, box_.y_max) = charset_pixel[3];
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for (float x = box_.x_min + 1; x < box_.x_max; ++x) {
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screen.PixelAt(x, box_.y_min) = charset_pixel[4];
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screen.PixelAt(x, box_.y_max) = charset_pixel[4];
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Pixel& p1 = screen.PixelAt(x, box_.y_min);
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Pixel& p2 = screen.PixelAt(x, box_.y_max);
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p1 = charset_pixel[5];
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p2 = charset_pixel[5];
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p1.automerge = true;
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p2.automerge = true;
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}
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for (float y = box_.y_min + 1; y < box_.y_max; ++y) {
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screen.PixelAt(box_.x_min, y) = charset_pixel[5];
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screen.PixelAt(box_.x_max, y) = charset_pixel[5];
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Pixel& p3 = screen.PixelAt(box_.x_min, y);
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Pixel& p4 = screen.PixelAt(box_.x_max, y);
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p3 = charset_pixel[5];
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p4 = charset_pixel[5];
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p3.automerge = true;
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p4.automerge = true;
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}
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}
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};
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@ -31,7 +31,9 @@ class Separator : public Node {
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void Render(Screen& screen) override {
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for (int y = box_.y_min; y <= box_.y_max; ++y) {
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for (int x = box_.x_min; x <= box_.x_max; ++x) {
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screen.PixelAt(x, y).character = value_;
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Pixel& pixel = screen.PixelAt(x, y);
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pixel.character = value_;
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pixel.automerge = true;
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}
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}
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}
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@ -56,7 +58,9 @@ class SeparatorAuto : public Node {
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for (int y = box_.y_min; y <= box_.y_max; ++y) {
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for (int x = box_.x_min; x <= box_.x_max; ++x) {
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screen.PixelAt(x, y).character = c;
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Pixel& pixel = screen.PixelAt(x, y);
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pixel.character = c;
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pixel.automerge = true;
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}
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}
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}
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@ -66,7 +70,9 @@ class SeparatorAuto : public Node {
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class SeparatorWithPixel : public SeparatorAuto {
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public:
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SeparatorWithPixel(Pixel pixel) : SeparatorAuto(LIGHT), pixel_(pixel) {}
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SeparatorWithPixel(Pixel pixel) : SeparatorAuto(LIGHT), pixel_(pixel) {
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pixel_.automerge = true;
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}
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void Render(Screen& screen) override {
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for (int y = box_.y_min; y <= box_.y_max; ++y) {
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for (int x = box_.x_min; x <= box_.x_max; ++x) {
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@ -317,6 +317,10 @@ void UpgradeTopDown(std::string& top, std::string& down) {
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}
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}
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bool ShouldAttemptAutoMerge(Pixel& pixel) {
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return pixel.automerge && pixel.character.size() == 3;
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}
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} // namespace
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/// A fixed dimension.
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@ -457,19 +461,17 @@ void Screen::ApplyShader() {
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for (int y = 1; y < dimy_; ++y) {
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for (int x = 1; x < dimx_; ++x) {
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// Box drawing character uses exactly 3 byte.
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std::string& cur = pixels_[y][x].character;
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if (cur.size() != 3u)
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Pixel& cur = pixels_[y][x];
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if (!ShouldAttemptAutoMerge(cur))
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continue;
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// Left vs current.
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std::string& left = pixels_[y][x-1].character;
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if (left.size() == 3u)
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UpgradeLeftRight(left, cur);
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Pixel& left = pixels_[y][x-1];
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Pixel& top = pixels_[y-1][x];
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// Top vs current.
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std::string& top = pixels_[y-1][x].character;
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if (top.size() == 3u)
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UpgradeTopDown(top, cur);
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if (ShouldAttemptAutoMerge(left))
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UpgradeLeftRight(left.character, cur.character);
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if (ShouldAttemptAutoMerge(top))
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UpgradeTopDown(top.character, cur.character);
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}
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}
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}
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