mirror of
https://github.com/ArthurSonzogni/FTXUI.git
synced 2024-12-05 09:21:57 +08:00
Merge 52e92a99be
into ad0392ec39
This commit is contained in:
commit
7d2dad77c9
@ -88,6 +88,7 @@ add_library(dom
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src/ftxui/dom/paragraph.cpp
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src/ftxui/dom/paragraph.cpp
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src/ftxui/dom/reflect.cpp
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src/ftxui/dom/reflect.cpp
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src/ftxui/dom/scroll_indicator.cpp
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src/ftxui/dom/scroll_indicator.cpp
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src/ftxui/dom/selectable.cpp
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src/ftxui/dom/separator.cpp
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src/ftxui/dom/separator.cpp
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src/ftxui/dom/size.cpp
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src/ftxui/dom/size.cpp
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src/ftxui/dom/spinner.cpp
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src/ftxui/dom/spinner.cpp
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@ -38,6 +38,7 @@ example(radiobox)
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example(radiobox_in_frame)
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example(radiobox_in_frame)
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example(renderer)
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example(renderer)
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example(resizable_split)
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example(resizable_split)
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example(selectable_input)
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example(scrollbar)
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example(scrollbar)
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example(slider)
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example(slider)
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example(slider_direction)
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example(slider_direction)
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73
examples/component/selectable_input.cpp
Normal file
73
examples/component/selectable_input.cpp
Normal file
@ -0,0 +1,73 @@
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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 <string> // for char_traits, operator+, string, basic_string
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#include "ftxui/component/component.hpp" // for Input, Renderer, Vertical
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#include "ftxui/component/component_base.hpp" // for ComponentBase
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#include "ftxui/component/component_options.hpp" // for InputOption
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#include "ftxui/component/screen_interactive.hpp" // for Component, ScreenInteractive
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#include "ftxui/dom/elements.hpp" // for text, hbox, separator, Element, operator|, vbox, border
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#include "ftxui/util/ref.hpp" // for Ref
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using namespace ftxui;
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Element LoremIpsum() {
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return vbox({
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text("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do "
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"eiusmod tempor incididunt ut labore et dolore magna aliqua."),
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text("Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris "
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"nisi ut aliquip ex ea commodo consequat."),
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text("Duis aute irure dolor in reprehenderit in voluptate velit esse "
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"cillum dolore eu fugiat nulla pariatur."),
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text("Excepteur sint occaecat cupidatat non proident, sunt in culpa qui "
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"officia deserunt mollit anim id est laborum."),
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});
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}
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int main() {
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auto screen = ScreenInteractive::TerminalOutput();
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auto quit = Button("Quit", screen.ExitLoopClosure());
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// The components:
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auto renderer = Renderer(quit, [&] {
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return vbox({
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window(text("Horizontal split"), hbox({
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LoremIpsum(),
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separator(),
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LoremIpsum(),
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separator(),
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LoremIpsum(),
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})),
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window(text("Vertical split"), vbox({
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LoremIpsum(),
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separator(),
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LoremIpsum(),
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separator(),
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LoremIpsum(),
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})),
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window(text("Vertical split"),
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vbox({
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window(text("horizontal split"), hbox({
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LoremIpsum(),
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separator(),
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LoremIpsum(),
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separator(),
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LoremIpsum(),
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})),
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separator(),
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window(text("horizontal split"), hbox({
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LoremIpsum(),
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separator(),
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LoremIpsum(),
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separator(),
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LoremIpsum(),
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})),
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})),
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quit->Render(),
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});
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});
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screen.Loop(renderer);
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}
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@ -68,6 +68,10 @@ class ScreenInteractive : public Screen {
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void ForceHandleCtrlC(bool force);
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void ForceHandleCtrlC(bool force);
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void ForceHandleCtrlZ(bool force);
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void ForceHandleCtrlZ(bool force);
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// Selection API.
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//void OnSelectionChange(std::function<void(std::
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//void ClearSelection();
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private:
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private:
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void ExitNow();
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void ExitNow();
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@ -82,6 +86,8 @@ class ScreenInteractive : public Screen {
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void RunOnceBlocking(Component component);
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void RunOnceBlocking(Component component);
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void HandleTask(Component component, Task& task);
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void HandleTask(Component component, Task& task);
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bool HandleSelection(Event event);
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void RefreshSelection();
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void Draw(Component component);
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void Draw(Component component);
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void ResetCursorPosition();
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void ResetCursorPosition();
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@ -129,6 +135,11 @@ class ScreenInteractive : public Screen {
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// The style of the cursor to restore on exit.
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// The style of the cursor to restore on exit.
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int cursor_reset_shape_ = 1;
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int cursor_reset_shape_ = 1;
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// Selection API:
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bool selection_enabled_ = false;
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CapturedMouse selection_pending_;
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Box selection_box_;
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friend class Loop;
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friend class Loop;
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public:
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public:
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@ -113,6 +113,8 @@ Decorator focusPositionRelative(float x, float y);
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Element automerge(Element child);
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Element automerge(Element child);
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Decorator hyperlink(std::string link);
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Decorator hyperlink(std::string link);
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Element hyperlink(std::string link, Element child);
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Element hyperlink(std::string link, Element child);
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Element selectable(Element child);
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Decorator selectable(void);
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// --- Layout is
|
// --- Layout is
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// Horizontal, Vertical or stacked set of elements.
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// Horizontal, Vertical or stacked set of elements.
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@ -4,6 +4,7 @@
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#ifndef FTXUI_DOM_NODE_HPP
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#ifndef FTXUI_DOM_NODE_HPP
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#define FTXUI_DOM_NODE_HPP
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#define FTXUI_DOM_NODE_HPP
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#include <list> // for list
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#include <memory> // for shared_ptr
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#include <memory> // for shared_ptr
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#include <vector> // for vector
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#include <vector> // for vector
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@ -40,7 +41,11 @@ class Node {
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// Propagated from Parents to Children.
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// Propagated from Parents to Children.
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virtual void SetBox(Box box);
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virtual void SetBox(Box box);
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// Step 3: Draw this element.
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// Step 3: (optional) Selection
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// Propagated from Parents to Children.
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virtual void Selection(Box selection, std::vector<Box>* selected);
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// Step 4: Draw this element.
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virtual void Render(Screen& screen);
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virtual void Render(Screen& screen);
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// Layout may not resolve within a single iteration for some elements. This
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// Layout may not resolve within a single iteration for some elements. This
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@ -52,6 +57,7 @@ class Node {
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};
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};
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virtual void Check(Status* status);
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virtual void Check(Status* status);
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protected:
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protected:
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Elements children_;
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Elements children_;
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Requirement requirement_;
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Requirement requirement_;
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@ -60,6 +66,7 @@ class Node {
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void Render(Screen& screen, const Element& element);
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void Render(Screen& screen, const Element& element);
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void Render(Screen& screen, Node* node);
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void Render(Screen& screen, Node* node);
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void Render(Screen& screen, Node* node, Box selection);
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} // namespace ftxui
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} // namespace ftxui
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@ -21,6 +21,7 @@ struct Pixel {
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underlined(false),
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underlined(false),
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underlined_double(false),
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underlined_double(false),
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strikethrough(false),
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strikethrough(false),
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selectable(false),
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automerge(false) {}
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automerge(false) {}
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// A bit field representing the style:
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// A bit field representing the style:
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@ -30,6 +31,7 @@ struct Pixel {
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bool inverted : 1;
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bool inverted : 1;
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bool underlined : 1;
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bool underlined : 1;
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bool underlined_double : 1;
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bool underlined_double : 1;
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bool selectable : 1;
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bool strikethrough : 1;
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bool strikethrough : 1;
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bool automerge : 1;
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bool automerge : 1;
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@ -10,6 +10,7 @@
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#include "ftxui/screen/image.hpp" // for Pixel, Image
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#include "ftxui/screen/image.hpp" // for Pixel, Image
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#include "ftxui/screen/terminal.hpp" // for Dimensions
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#include "ftxui/screen/terminal.hpp" // for Dimensions
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#include "ftxui/component/captured_mouse.hpp" // for CapturedMouse
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namespace ftxui {
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namespace ftxui {
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@ -781,7 +781,9 @@ void ScreenInteractive::HandleTask(Component component, Task& task) {
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arg.screen_ = this;
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arg.screen_ = this;
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const bool handled = component->OnEvent(arg);
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bool handled = component->OnEvent(arg);
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handled = handled || HandleSelection(arg);
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if (arg == Event::CtrlC && (!handled || force_handle_ctrl_c_)) {
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if (arg == Event::CtrlC && (!handled || force_handle_ctrl_c_)) {
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RecordSignal(SIGABRT);
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RecordSignal(SIGABRT);
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@ -824,6 +826,44 @@ void ScreenInteractive::HandleTask(Component component, Task& task) {
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// clang-format on
|
// clang-format on
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}
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}
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// private
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bool ScreenInteractive::HandleSelection(Event event) {
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if (!event.is_mouse()) {
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return false;
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}
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|
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auto& mouse = event.mouse();
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|
if (mouse.button != Mouse::Left) {
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|
return false;
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|
}
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|
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|
if(mouse.motion == Mouse::Pressed) {
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|
selection_pending_ = CaptureMouse();
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|
if (!selection_pending_) {
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|
return false;
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|
}
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|
selection_enabled_ = true;
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|
selection_box_.x_min = mouse.x;
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|
selection_box_.y_min = mouse.y;
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|
selection_box_.x_max = mouse.x;
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|
selection_box_.y_max = mouse.y;
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|
return true;
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|
}
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|
else if((mouse.motion == Mouse::Moved) && (selection_pending_)) {
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|
selection_box_.x_max = mouse.x;
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|
selection_box_.y_max = mouse.y;
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|
return true;
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|
}
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|
else if((mouse.motion == Mouse::Released) && (selection_pending_)) {
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|
selection_box_.x_max = mouse.x;
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|
selection_box_.y_max = mouse.y;
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|
selection_pending_ = nullptr;
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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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|
|
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// private
|
// private
|
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// NOLINTNEXTLINE
|
// NOLINTNEXTLINE
|
||||||
void ScreenInteractive::Draw(Component component) {
|
void ScreenInteractive::Draw(Component component) {
|
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@ -892,7 +932,7 @@ void ScreenInteractive::Draw(Component component) {
|
|||||||
#endif
|
#endif
|
||||||
previous_frame_resized_ = resized;
|
previous_frame_resized_ = resized;
|
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|
|
||||||
Render(*this, document);
|
Render(*this, document.get(), selection_box_);
|
||||||
|
|
||||||
// Set cursor position for user using tools to insert CJK characters.
|
// Set cursor position for user using tools to insert CJK characters.
|
||||||
{
|
{
|
||||||
|
@ -64,6 +64,30 @@ class HBox : public Node {
|
|||||||
x = box.x_max + 1;
|
x = box.x_max + 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Selection(Box selection, std::vector<Box>* selected) override {
|
||||||
|
// If this Node box_ doesn't intersect with the selection, then no
|
||||||
|
// selection.
|
||||||
|
if (Box::Intersection(selection, box_).IsEmpty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const bool xmin_saturated =
|
||||||
|
selection.y_min < box_.y_min || selection.x_min < box_.x_min;
|
||||||
|
const bool xmax_saturated =
|
||||||
|
selection.y_max > box_.y_max || selection.x_max > box_.x_max;
|
||||||
|
|
||||||
|
if (xmin_saturated) {
|
||||||
|
selection.x_min = std::min(box_.x_min, selection.x_min);
|
||||||
|
}
|
||||||
|
if (xmax_saturated) {
|
||||||
|
selection.x_max = std::max(box_.x_max, selection.x_max);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto& child : children_) {
|
||||||
|
child->Selection(selection, selected);
|
||||||
|
}
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace
|
} // namespace
|
||||||
|
@ -1,3 +1,4 @@
|
|||||||
|
#include <iostream>
|
||||||
// Copyright 2020 Arthur Sonzogni. All rights reserved.
|
// Copyright 2020 Arthur Sonzogni. All rights reserved.
|
||||||
// Use of this source code is governed by the MIT license that can be found in
|
// Use of this source code is governed by the MIT license that can be found in
|
||||||
// the LICENSE file.
|
// the LICENSE file.
|
||||||
@ -27,6 +28,20 @@ void Node::SetBox(Box box) {
|
|||||||
box_ = box;
|
box_ = box;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// @brief Compute the selection of an element.
|
||||||
|
/// @ingroup dom
|
||||||
|
void Node::Selection(Box selection, std::vector<Box>* selected) {
|
||||||
|
// If this Node box_ doesn't intersect with the selection, then no selection.
|
||||||
|
if (Box::Intersection(selection, box_).IsEmpty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// By default we defer the selection to the children.
|
||||||
|
for (auto& child : children_) {
|
||||||
|
child->Selection(selection, selected);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// @brief Display an element on a ftxui::Screen.
|
/// @brief Display an element on a ftxui::Screen.
|
||||||
/// @ingroup dom
|
/// @ingroup dom
|
||||||
void Node::Render(Screen& screen) {
|
void Node::Render(Screen& screen) {
|
||||||
@ -45,12 +60,16 @@ void Node::Check(Status* status) {
|
|||||||
/// @brief Display an element on a ftxui::Screen.
|
/// @brief Display an element on a ftxui::Screen.
|
||||||
/// @ingroup dom
|
/// @ingroup dom
|
||||||
void Render(Screen& screen, const Element& element) {
|
void Render(Screen& screen, const Element& element) {
|
||||||
Render(screen, element.get());
|
Render(screen, element.get(), Box{0, 0, -1, -1});
|
||||||
}
|
}
|
||||||
|
|
||||||
/// @brief Display an element on a ftxui::Screen.
|
/// @brief Display an element on a ftxui::Screen.
|
||||||
/// @ingroup dom
|
/// @ingroup dom
|
||||||
void Render(Screen& screen, Node* node) {
|
void Render(Screen& screen, Node* node) {
|
||||||
|
Render(screen, node, Box{0, 0, -1, -1});
|
||||||
|
}
|
||||||
|
|
||||||
|
void Render(Screen& screen, Node* node, Box selection) {
|
||||||
Box box;
|
Box box;
|
||||||
box.x_min = 0;
|
box.x_min = 0;
|
||||||
box.y_min = 0;
|
box.y_min = 0;
|
||||||
@ -73,11 +92,29 @@ void Render(Screen& screen, Node* node) {
|
|||||||
node->Check(&status);
|
node->Check(&status);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Step 3: Draw the element.
|
// Step 3: Selection
|
||||||
|
std::vector<Box> selected;
|
||||||
|
|
||||||
|
Box selectionCleaned = selection;
|
||||||
|
if(selection.x_min > selection.x_max)
|
||||||
|
{
|
||||||
|
selectionCleaned.x_min = selection.x_max;
|
||||||
|
selectionCleaned.x_max = selection.x_min;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(selection.y_min > selection.y_max)
|
||||||
|
{
|
||||||
|
selectionCleaned.y_min = selection.y_max;
|
||||||
|
selectionCleaned.y_max = selection.y_min;
|
||||||
|
}
|
||||||
|
|
||||||
|
node->Selection(selectionCleaned, &selected);
|
||||||
|
|
||||||
|
// Step 4: Draw the element.
|
||||||
screen.stencil = box;
|
screen.stencil = box;
|
||||||
node->Render(screen);
|
node->Render(screen);
|
||||||
|
|
||||||
// Step 4: Apply shaders
|
// Step 5: Apply shaders
|
||||||
screen.ApplyShader();
|
screen.ApplyShader();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
39
src/ftxui/dom/selectable.cpp
Normal file
39
src/ftxui/dom/selectable.cpp
Normal file
@ -0,0 +1,39 @@
|
|||||||
|
#include "ftxui/dom/elements.hpp" // for Element, Decorator
|
||||||
|
#include "ftxui/dom/node_decorator.hpp" // for NodeDecorator
|
||||||
|
#include "ftxui/component/event.hpp" // for Event
|
||||||
|
|
||||||
|
|
||||||
|
namespace ftxui {
|
||||||
|
namespace {
|
||||||
|
|
||||||
|
class Selectable : public NodeDecorator {
|
||||||
|
public:
|
||||||
|
explicit Selectable(Element child)
|
||||||
|
: NodeDecorator(std::move(child)) {}
|
||||||
|
|
||||||
|
private:
|
||||||
|
void Render(Screen& screen) override {
|
||||||
|
|
||||||
|
for (int y = box_.y_min; y <= box_.y_max; ++y) {
|
||||||
|
for (int x = box_.x_min; x <= box_.x_max; ++x) {
|
||||||
|
screen.PixelAt(x, y).selectable = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
NodeDecorator::Render(screen);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
|
||||||
|
Element selectable(Element child) {
|
||||||
|
return std::make_shared<Selectable>(std::move(child));
|
||||||
|
}
|
||||||
|
|
||||||
|
Decorator selectable(void) {
|
||||||
|
return
|
||||||
|
[](Element child) { return selectable(std::move(child)); };
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace ftxui
|
@ -28,26 +28,60 @@ class Text : public Node {
|
|||||||
requirement_.min_y = 1;
|
requirement_.min_y = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Selection(Box selection, std::vector<Box>* selected) override {
|
||||||
|
if (Box::Intersection(selection, box_).IsEmpty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const bool xmin_saturated =
|
||||||
|
selection.y_min < box_.y_min || selection.x_min < box_.x_min;
|
||||||
|
const bool xmax_saturated =
|
||||||
|
selection.y_max > box_.y_max || selection.x_max > box_.x_max;
|
||||||
|
|
||||||
|
selection_start_ = xmin_saturated ? box_.x_min : selection.x_min;
|
||||||
|
selection_end_ = xmax_saturated ? box_.x_max : selection.x_max;
|
||||||
|
|
||||||
|
has_selection = true;
|
||||||
|
|
||||||
|
Box out;
|
||||||
|
out.x_min = selection_start_;
|
||||||
|
out.x_max = selection_end_;
|
||||||
|
out.y_min = box_.y_min;
|
||||||
|
out.y_max = box_.y_max;
|
||||||
|
selected->push_back(out);
|
||||||
|
}
|
||||||
|
|
||||||
void Render(Screen& screen) override {
|
void Render(Screen& screen) override {
|
||||||
int x = box_.x_min;
|
int x = box_.x_min;
|
||||||
const int y = box_.y_min;
|
const int y = box_.y_min;
|
||||||
if (y > box_.y_max) {
|
if (y > box_.y_max) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
for (const auto& cell : Utf8ToGlyphs(text_)) {
|
for (const auto& cell : Utf8ToGlyphs(text_)) {
|
||||||
if (x > box_.x_max) {
|
if (x > box_.x_max) {
|
||||||
return;
|
break;
|
||||||
}
|
}
|
||||||
if (cell == "\n") {
|
if (cell == "\n") {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
screen.PixelAt(x, y).character = cell;
|
screen.PixelAt(x, y).character = cell;
|
||||||
|
|
||||||
|
if (has_selection) {
|
||||||
|
if((x >= selection_start_) && (x <= selection_end_)) {
|
||||||
|
screen.PixelAt(x, y).inverted = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
++x;
|
++x;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::string text_;
|
std::string text_;
|
||||||
|
bool has_selection = false;
|
||||||
|
int selection_start_ = 0;
|
||||||
|
int selection_end_ = 10;
|
||||||
};
|
};
|
||||||
|
|
||||||
class VText : public Node {
|
class VText : public Node {
|
||||||
|
@ -64,6 +64,30 @@ class VBox : public Node {
|
|||||||
y = box.y_max + 1;
|
y = box.y_max + 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Selection(Box selection, std::vector<Box>* selected) override {
|
||||||
|
// If this Node box_ doesn't intersect with the selection, then no
|
||||||
|
// selection.
|
||||||
|
if (Box::Intersection(selection, box_).IsEmpty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const bool ymin_saturated =
|
||||||
|
selection.x_min < box_.x_min || selection.y_min < box_.y_min;
|
||||||
|
const bool ymax_saturated =
|
||||||
|
selection.x_max > box_.x_max || selection.y_max > box_.y_max;
|
||||||
|
|
||||||
|
if (ymin_saturated) {
|
||||||
|
selection.y_min = std::min(box_.y_min, selection.y_min);
|
||||||
|
}
|
||||||
|
if (ymax_saturated) {
|
||||||
|
selection.y_max = std::max(box_.y_max, selection.y_max);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto& child : children_) {
|
||||||
|
child->Selection(selection, selected);
|
||||||
|
}
|
||||||
|
}
|
||||||
};
|
};
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
||||||
|
@ -389,7 +389,8 @@ Screen Screen::Create(Dimensions dimension) {
|
|||||||
return {dimension.dimx, dimension.dimy};
|
return {dimension.dimx, dimension.dimy};
|
||||||
}
|
}
|
||||||
|
|
||||||
Screen::Screen(int dimx, int dimy) : Image{dimx, dimy} {
|
Screen::Screen(int dimx, int dimy) :
|
||||||
|
Image{dimx, dimy} {
|
||||||
#if defined(_WIN32)
|
#if defined(_WIN32)
|
||||||
// The placement of this call is a bit weird, however we can assume that
|
// The placement of this call is a bit weird, however we can assume that
|
||||||
// anybody who instantiates a Screen object eventually wants to output
|
// anybody who instantiates a Screen object eventually wants to output
|
||||||
|
Loading…
Reference in New Issue
Block a user