Start the tree-aware selection.

This commit is contained in:
ArthurSonzogni 2024-11-13 22:05:04 +01:00
parent 143d152e3d
commit d38f3d229a
No known key found for this signature in database
GPG Key ID: 41D98248C074CD6C
12 changed files with 195 additions and 165 deletions

View File

@ -10,62 +10,63 @@
#include "ftxui/dom/elements.hpp" // for text, hbox, separator, Element, operator|, vbox, border
#include "ftxui/util/ref.hpp" // for Ref
int main() {
using namespace ftxui;
// The data:
std::string first_name;
std::string last_name;
std::string password;
std::string phoneNumber;
// Region selection;
std::string textToCopy;
Element LoremIpsum() {
return vbox({
text("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do "
"eiusmod tempor incididunt ut labore et dolore magna aliqua."),
text("Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris "
"nisi ut aliquip ex ea commodo consequat."),
text("Duis aute irure dolor in reprehenderit in voluptate velit esse "
"cillum dolore eu fugiat nulla pariatur."),
text("Excepteur sint occaecat cupidatat non proident, sunt in culpa qui "
"officia deserunt mollit anim id est laborum."),
});
}
int main() {
auto screen = ScreenInteractive::TerminalOutput();
// The basic input components:
Component input_first_name = Input(&first_name, "first name");
Component input_last_name = Input(&last_name, "last name");
auto quit = Button("Quit", screen.ExitLoopClosure());
// The password input component:
InputOption password_option;
password_option.password = true;
Component input_password = Input(&password, "password", password_option);
// The phone number input component:
// We are using `CatchEvent` to filter out non-digit characters.
Component input_phone_number = Input(&phoneNumber, "phone number");
input_phone_number |= CatchEvent([&](const Event& event) {
return event.is_character() && !std::isdigit(event.character()[0]);
});
input_phone_number |= CatchEvent([&](const Event& event) {
return event.is_character() && phoneNumber.size() > 10;
});
// The component tree:
auto component = Container::Vertical({
input_first_name,
input_last_name,
input_password,
input_phone_number,
});
// Tweak how the component tree is rendered:
auto renderer = Renderer(component, [&] {
// The components:
auto renderer = Renderer(quit, [&] {
return vbox({
hbox(text(" First name : "), input_first_name->Render()),
hbox(text(" Last name : ") | selectable(),
input_last_name->Render()),
hbox(text(" Password : "), input_password->Render()),
hbox(text(" Phone num : "), input_phone_number->Render()) |
selectable(),
window(text("Horizontal split"), hbox({
LoremIpsum(),
separator(),
text("Hello " + first_name + " " + last_name),
text("Your password is " + password),
text("Your phone number is " + phoneNumber),
text("Selected test is " + screen.GetSelection()),
}) |
border;
LoremIpsum(),
separator(),
LoremIpsum(),
})),
window(text("Vertical split"), vbox({
LoremIpsum(),
separator(),
LoremIpsum(),
separator(),
LoremIpsum(),
})),
window(text("Vertical split"),
vbox({
window(text("horizontal split"), hbox({
LoremIpsum(),
separator(),
LoremIpsum(),
separator(),
LoremIpsum(),
})),
separator(),
window(text("horizontal split"), hbox({
LoremIpsum(),
separator(),
LoremIpsum(),
separator(),
LoremIpsum(),
})),
})),
quit->Render(),
});
});
screen.Loop(renderer);

View File

@ -68,7 +68,9 @@ class ScreenInteractive : public Screen {
void ForceHandleCtrlC(bool force);
void ForceHandleCtrlZ(bool force);
std::string GetSelection();
// Selection API.
//void OnSelectionChange(std::function<void(std::
//void ClearSelection();
private:
void ExitNow();
@ -133,6 +135,11 @@ class ScreenInteractive : public Screen {
// The style of the cursor to restore on exit.
int cursor_reset_shape_ = 1;
// Selection API:
bool selection_enabled_ = false;
CapturedMouse selection_pending_;
Box selection_box_;
friend class Loop;
public:

View File

@ -4,6 +4,7 @@
#ifndef FTXUI_DOM_NODE_HPP
#define FTXUI_DOM_NODE_HPP
#include <list> // for list
#include <memory> // for shared_ptr
#include <vector> // for vector
@ -40,7 +41,11 @@ class Node {
// Propagated from Parents to Children.
virtual void SetBox(Box box);
// Step 3: Draw this element.
// Step 3: (optional) Selection
// Propagated from Parents to Children.
virtual void Selection(Box selection, std::vector<Box>* selected);
// Step 4: Draw this element.
virtual void Render(Screen& screen);
// Layout may not resolve within a single iteration for some elements. This
@ -52,11 +57,6 @@ class Node {
};
virtual void Check(Status* status);
// Selection.
// Propagated from Parents to Children.
virtual void Select(Box selected_area) {
// TODO: Implement this.
}
protected:
Elements children_;
@ -66,6 +66,7 @@ class Node {
void Render(Screen& screen, const Element& element);
void Render(Screen& screen, Node* node);
void Render(Screen& screen, Node* node, Box selection);
} // namespace ftxui

View File

@ -11,13 +11,10 @@ struct Box {
int x_max = 0;
int y_min = 0;
int y_max = 0;
bool isXInverted = false; // false means the box box from x_min to x_max (in the case of a selection for example)
bool isYInverted = false; // false means the box box from y_min to y_max (in the case of a selection for example)
static auto Intersection(Box a, Box b) -> Box;
static auto Union(Box a, Box b) -> Box;
bool Contain(int x, int y) const;
Box Clean() const;
bool IsEmpty() const;
bool operator==(const Box& other) const;
bool operator!=(const Box& other) const;

View File

@ -63,12 +63,6 @@ class Screen : public Image {
Cursor cursor() const { return cursor_; }
void SetCursor(Cursor cursor) { cursor_ = cursor; }
bool selection_enabled = false;
CapturedMouse selection_pending;
Box mouse_selection_region;
Box selection_region;
std::string selection_text;
// Store an hyperlink in the screen. Return the id of the hyperlink. The id is
// used to identify the hyperlink when the user click on it.
uint8_t RegisterHyperlink(const std::string& link);

View File

@ -838,53 +838,36 @@ bool ScreenInteractive::HandleSelection(Event event) {
}
if (mouse.motion == Mouse::Pressed) {
selection_pending = CaptureMouse();
if (!selection_pending) {
selection_pending_ = CaptureMouse();
if (!selection_pending_) {
return false;
}
selection_enabled = true;
mouse_selection_region.x_min = mouse.x;
mouse_selection_region.y_min = mouse.y;
mouse_selection_region.x_max = mouse.x;
mouse_selection_region.y_max = mouse.y;
selection_region = mouse_selection_region.Clean();
selection_enabled_ = true;
selection_box_.x_min = mouse.x;
selection_box_.y_min = mouse.y;
selection_box_.x_max = mouse.x;
selection_box_.y_max = mouse.y;
return true;
}
if (!selection_pending) {
if (!selection_pending_) {
return false;
}
if (mouse.motion == Mouse::Moved) {
mouse_selection_region.x_max = mouse.x;
mouse_selection_region.y_max = mouse.y;
selection_region = mouse_selection_region.Clean();
return true;
}
if (mouse.motion == Mouse::Released) {
mouse_selection_region.x_max = mouse.x;
mouse_selection_region.y_max = mouse.y;
selection_pending = nullptr;
selection_region = mouse_selection_region.Clean();
if (mouse_selection_region.x_min == mouse_selection_region.x_max &&
mouse_selection_region.y_min == mouse_selection_region.y_max) {
selection_enabled = false;
return true;
}
selection_box_.x_max = mouse.x;
selection_box_.y_max = mouse.y;
return true;
}
if (mouse.motion != Mouse::Released) {
return false;
}
std::string ScreenInteractive::GetSelection() {
return selection_text;
selection_box_.x_max = mouse.x;
selection_box_.y_max = mouse.y;
selection_pending_ = nullptr;
return true;
}
// private
@ -955,10 +938,7 @@ void ScreenInteractive::Draw(Component component) {
#endif
previous_frame_resized_ = resized;
// Clear selection text.
selection_text = "";
Render(*this, document);
Render(*this, document.get(), selection_box_);
// Set cursor position for user using tools to insert CJK characters.
{

View File

@ -64,6 +64,30 @@ class HBox : public Node {
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_satured =
selection.y_min < box_.y_min || selection.x_min < box_.x_min;
const bool xmax_satured =
selection.y_max > box_.y_max || selection.x_max > box_.x_max;
if (xmin_satured) {
selection.x_min = box_.x_min;
}
if (xmax_satured) {
selection.x_max = box_.x_max;
}
for (auto& child : children_) {
child->Selection(selection, selected);
}
}
};
} // namespace

View File

@ -1,3 +1,4 @@
#include <iostream>
// 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.
@ -27,6 +28,20 @@ void Node::SetBox(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.
/// @ingroup dom
void Node::Render(Screen& screen) {
@ -45,12 +60,16 @@ void Node::Check(Status* status) {
/// @brief Display an element on a ftxui::Screen.
/// @ingroup dom
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.
/// @ingroup dom
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.x_min = 0;
box.y_min = 0;
@ -73,11 +92,15 @@ void Render(Screen& screen, Node* node) {
node->Check(&status);
}
// Step 3: Draw the element.
// Step 3: Selection
std::vector<Box> selected;
node->Selection(selection, &selected);
// Step 4: Draw the element.
screen.stencil = box;
node->Render(screen);
// Step 4: Apply shaders
// Step 5: Apply shaders
screen.ApplyShader();
}

View File

@ -28,6 +28,29 @@ class Text : public Node {
requirement_.min_y = 1;
}
void Selection(Box selection, std::vector<Box>* selected) override {
if (Box::Intersection(selection, box_).IsEmpty()) {
return;
}
const bool xmin_satured =
selection.y_min < box_.y_min || selection.x_min < box_.x_min;
const bool xmax_satured =
selection.y_max > box_.y_max || selection.x_max > box_.x_max;
selection_start_ = xmin_satured ? box_.x_min : selection.x_min;
selection_end_ = xmax_satured ? 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 {
int x = box_.x_min;
const int y = box_.y_min;
@ -35,55 +58,33 @@ class Text : public Node {
return;
}
// Get the selection start point
int selection_start_x = !screen.selection_region.isXInverted ? screen.selection_region.x_min : screen.selection_region.x_max;
int selection_start_y = !screen.selection_region.isYInverted ? screen.selection_region.y_min : screen.selection_region.y_max;
bool selectedWidget = false;
if(box_.Contain(selection_start_x, selection_start_y))
{
selectedWidget = true;
}
for (const auto& cell : Utf8ToGlyphs(text_)) {
if (x > box_.x_max) {
return;
break;
}
if (cell == "\n") {
continue;
}
Pixel &currentPixel = screen.PixelAt(x, y);
currentPixel.character = cell;
if((selectedWidget == true) && (currentPixel.selectable == true))
{
if(screen.selection_region.Contain(x, y)) {
currentPixel.inverted ^= true;
screen.selection_text += currentPixel.character;
}
else if((x >= screen.selection_region.x_min) && (x >= screen.selection_region.x_max) &&
(y >= screen.selection_region.y_min) && (y < screen.selection_region.y_max))
{
// Wrap around selection on the right
currentPixel.inverted ^= true;
screen.selection_text += currentPixel.character;
}
else if((x <= screen.selection_region.x_min) && (x <= screen.selection_region.x_max) &&
(y > screen.selection_region.y_min) && (y <= screen.selection_region.y_max))
{
// Wrap around selection on the left
currentPixel.inverted ^= true;
screen.selection_text += currentPixel.character;
}
}
screen.PixelAt(x, y).character = cell;
++x;
}
if (!has_selection) {
return;
}
// Invert the selection
for(int x = selection_start_; x <= selection_end_; x++) {
screen.PixelAt(x, y).inverted = true;
}
}
private:
std::string text_;
bool has_selection = false;
int selection_start_ = 0;
int selection_end_ = 10;
};
class VText : public Node {

View File

@ -64,6 +64,29 @@ class VBox : public Node {
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_satured =
selection.x_min < box_.x_min || selection.y_min < box_.y_min;
const bool ymax_satured =
selection.x_max > box_.x_max || selection.y_max > box_.y_max;
if (ymin_satured) {
selection.y_min = box_.y_min;
}
if (ymax_satured) {
selection.y_max = box_.y_max;
}
for (auto& child : children_) {
child->Selection(selection, selected);
}
}
};
} // namespace

View File

@ -39,26 +39,6 @@ bool Box::Contain(int x, int y) const {
y_max >= y;
}
/// @return a copy of box with the x_min <= x_max and y_min <= y_max.
/// @ingroup screen
Box Box::Clean() const {
Box newBox = *this;
if(newBox.x_min > newBox.x_max)
{
std::swap(newBox.x_min, newBox.x_max);
newBox.isXInverted = true;
}
if(newBox.y_min > newBox.y_max)
{
std::swap(newBox.y_min, newBox.y_max);
newBox.isYInverted = true;
}
return newBox;
}
/// @return whether the box is empty.
/// @ingroup screen
bool Box::IsEmpty() const {

View File

@ -390,8 +390,7 @@ Screen Screen::Create(Dimensions dimension) {
}
Screen::Screen(int dimx, int dimy) :
Image{dimx, dimy},
selection_text("") {
Image{dimx, dimy} {
#if defined(_WIN32)
// The placement of this call is a bit weird, however we can assume that
// anybody who instantiates a Screen object eventually wants to output