mirror of
https://github.com/ArthurSonzogni/FTXUI.git
synced 2024-11-22 10:40:00 +08:00
Start the tree-aware selection.
This commit is contained in:
parent
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commit
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@ -10,62 +10,63 @@
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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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using namespace ftxui;
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// The data:
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std::string first_name;
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std::string last_name;
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std::string password;
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std::string phoneNumber;
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// Region selection;
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std::string textToCopy;
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auto screen = ScreenInteractive::TerminalOutput();
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// The basic input components:
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Component input_first_name = Input(&first_name, "first name");
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Component input_last_name = Input(&last_name, "last name");
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auto quit = Button("Quit", screen.ExitLoopClosure());
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// The password input component:
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InputOption password_option;
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password_option.password = true;
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Component input_password = Input(&password, "password", password_option);
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// The phone number input component:
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// We are using `CatchEvent` to filter out non-digit characters.
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Component input_phone_number = Input(&phoneNumber, "phone number");
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input_phone_number |= CatchEvent([&](const Event& event) {
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return event.is_character() && !std::isdigit(event.character()[0]);
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});
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input_phone_number |= CatchEvent([&](const Event& event) {
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return event.is_character() && phoneNumber.size() > 10;
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});
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// The component tree:
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auto component = Container::Vertical({
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input_first_name,
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input_last_name,
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input_password,
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input_phone_number,
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});
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// Tweak how the component tree is rendered:
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auto renderer = Renderer(component, [&] {
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// The components:
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auto renderer = Renderer(quit, [&] {
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return vbox({
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hbox(text(" First name : "), input_first_name->Render()),
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hbox(text(" Last name : ") | selectable(),
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input_last_name->Render()),
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hbox(text(" Password : "), input_password->Render()),
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hbox(text(" Phone num : "), input_phone_number->Render()) |
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selectable(),
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window(text("Horizontal split"), hbox({
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LoremIpsum(),
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separator(),
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text("Hello " + first_name + " " + last_name),
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text("Your password is " + password),
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text("Your phone number is " + phoneNumber),
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text("Selected test is " + screen.GetSelection()),
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}) |
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border;
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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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@ -68,7 +68,9 @@ class ScreenInteractive : public Screen {
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void ForceHandleCtrlC(bool force);
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void ForceHandleCtrlZ(bool force);
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std::string GetSelection();
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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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void ExitNow();
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@ -133,6 +135,11 @@ class ScreenInteractive : public Screen {
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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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// 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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public:
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@ -4,6 +4,7 @@
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#ifndef 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 <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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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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// Layout may not resolve within a single iteration for some elements. This
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@ -52,11 +57,6 @@ class Node {
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};
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virtual void Check(Status* status);
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// Selection.
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// Propagated from Parents to Children.
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virtual void Select(Box selected_area) {
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// TODO: Implement this.
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}
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protected:
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Elements children_;
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@ -66,6 +66,7 @@ class Node {
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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, Box selection);
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} // namespace ftxui
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@ -11,13 +11,10 @@ struct Box {
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int x_max = 0;
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int y_min = 0;
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int y_max = 0;
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bool isXInverted = false; // false means the box box from x_min to x_max (in the case of a selection for example)
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bool isYInverted = false; // false means the box box from y_min to y_max (in the case of a selection for example)
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static auto Intersection(Box a, Box b) -> Box;
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static auto Union(Box a, Box b) -> Box;
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bool Contain(int x, int y) const;
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Box Clean() const;
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bool IsEmpty() const;
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bool operator==(const Box& other) const;
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bool operator!=(const Box& other) const;
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@ -63,12 +63,6 @@ class Screen : public Image {
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Cursor cursor() const { return cursor_; }
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void SetCursor(Cursor cursor) { cursor_ = cursor; }
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bool selection_enabled = false;
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CapturedMouse selection_pending;
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Box mouse_selection_region;
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Box selection_region;
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std::string selection_text;
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// Store an hyperlink in the screen. Return the id of the hyperlink. The id is
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// used to identify the hyperlink when the user click on it.
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uint8_t RegisterHyperlink(const std::string& link);
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@ -838,53 +838,36 @@ bool ScreenInteractive::HandleSelection(Event event) {
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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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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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mouse_selection_region.x_min = mouse.x;
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mouse_selection_region.y_min = mouse.y;
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mouse_selection_region.x_max = mouse.x;
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mouse_selection_region.y_max = mouse.y;
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selection_region = mouse_selection_region.Clean();
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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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if (!selection_pending) {
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if (!selection_pending_) {
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return false;
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}
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if (mouse.motion == Mouse::Moved) {
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mouse_selection_region.x_max = mouse.x;
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mouse_selection_region.y_max = mouse.y;
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selection_region = mouse_selection_region.Clean();
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return true;
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}
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if (mouse.motion == Mouse::Released) {
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mouse_selection_region.x_max = mouse.x;
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mouse_selection_region.y_max = mouse.y;
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selection_pending = nullptr;
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selection_region = mouse_selection_region.Clean();
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if (mouse_selection_region.x_min == mouse_selection_region.x_max &&
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mouse_selection_region.y_min == mouse_selection_region.y_max) {
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selection_enabled = false;
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return true;
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}
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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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if (mouse.motion != Mouse::Released) {
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return false;
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}
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}
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std::string ScreenInteractive::GetSelection() {
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return selection_text;
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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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// private
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@ -955,10 +938,7 @@ void ScreenInteractive::Draw(Component component) {
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#endif
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previous_frame_resized_ = resized;
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// Clear selection text.
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selection_text = "";
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Render(*this, document);
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Render(*this, document.get(), selection_box_);
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// Set cursor position for user using tools to insert CJK characters.
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{
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@ -64,6 +64,30 @@ class HBox : public Node {
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x = box.x_max + 1;
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}
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}
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void Selection(Box selection, std::vector<Box>* selected) override {
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// If this Node box_ doesn't intersect with the selection, then no
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// selection.
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if (Box::Intersection(selection, box_).IsEmpty()) {
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return;
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}
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const bool xmin_satured =
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selection.y_min < box_.y_min || selection.x_min < box_.x_min;
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const bool xmax_satured =
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selection.y_max > box_.y_max || selection.x_max > box_.x_max;
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if (xmin_satured) {
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selection.x_min = box_.x_min;
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}
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if (xmax_satured) {
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selection.x_max = box_.x_max;
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}
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for (auto& child : children_) {
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child->Selection(selection, selected);
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}
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}
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};
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} // namespace
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@ -1,3 +1,4 @@
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#include <iostream>
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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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@ -27,6 +28,20 @@ void Node::SetBox(Box box) {
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box_ = box;
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}
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/// @brief Compute the selection of an element.
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/// @ingroup dom
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void Node::Selection(Box selection, std::vector<Box>* selected) {
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// If this Node box_ doesn't intersect with the selection, then no selection.
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if (Box::Intersection(selection, box_).IsEmpty()) {
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return;
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}
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// By default we defer the selection to the children.
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for (auto& child : children_) {
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child->Selection(selection, selected);
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}
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}
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/// @brief Display an element on a ftxui::Screen.
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/// @ingroup dom
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void Node::Render(Screen& screen) {
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@ -45,12 +60,16 @@ void Node::Check(Status* status) {
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/// @brief Display an element on a ftxui::Screen.
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/// @ingroup dom
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void Render(Screen& screen, const Element& element) {
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Render(screen, element.get());
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Render(screen, element.get(), Box{0, 0, -1, -1});
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}
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/// @brief Display an element on a ftxui::Screen.
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/// @ingroup dom
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void Render(Screen& screen, Node* node) {
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Render(screen, node, Box{0, 0, -1, -1});
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}
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void Render(Screen& screen, Node* node, Box selection) {
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Box box;
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box.x_min = 0;
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box.y_min = 0;
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@ -73,11 +92,15 @@ void Render(Screen& screen, Node* node) {
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node->Check(&status);
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}
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// Step 3: Draw the element.
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// Step 3: Selection
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std::vector<Box> selected;
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node->Selection(selection, &selected);
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// Step 4: Draw the element.
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screen.stencil = box;
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node->Render(screen);
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// Step 4: Apply shaders
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// Step 5: Apply shaders
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screen.ApplyShader();
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}
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@ -28,6 +28,29 @@ class Text : public Node {
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requirement_.min_y = 1;
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}
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void Selection(Box selection, std::vector<Box>* selected) override {
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if (Box::Intersection(selection, box_).IsEmpty()) {
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return;
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}
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const bool xmin_satured =
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selection.y_min < box_.y_min || selection.x_min < box_.x_min;
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const bool xmax_satured =
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selection.y_max > box_.y_max || selection.x_max > box_.x_max;
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selection_start_ = xmin_satured ? box_.x_min : selection.x_min;
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selection_end_ = xmax_satured ? box_.x_max : selection.x_max;
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has_selection = true;
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Box out;
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out.x_min = selection_start_;
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out.x_max = selection_end_;
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out.y_min = box_.y_min;
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out.y_max = box_.y_max;
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selected->push_back(out);
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}
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void Render(Screen& screen) override {
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int x = box_.x_min;
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const int y = box_.y_min;
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@ -35,55 +58,33 @@ class Text : public Node {
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return;
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}
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// Get the selection start point
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int selection_start_x = !screen.selection_region.isXInverted ? screen.selection_region.x_min : screen.selection_region.x_max;
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int selection_start_y = !screen.selection_region.isYInverted ? screen.selection_region.y_min : screen.selection_region.y_max;
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bool selectedWidget = false;
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if(box_.Contain(selection_start_x, selection_start_y))
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{
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selectedWidget = true;
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}
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for (const auto& cell : Utf8ToGlyphs(text_)) {
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if (x > box_.x_max) {
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return;
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break;
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}
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if (cell == "\n") {
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continue;
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}
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Pixel ¤tPixel = screen.PixelAt(x, y);
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currentPixel.character = cell;
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if((selectedWidget == true) && (currentPixel.selectable == true))
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{
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if(screen.selection_region.Contain(x, y)) {
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currentPixel.inverted ^= true;
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screen.selection_text += currentPixel.character;
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}
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else if((x >= screen.selection_region.x_min) && (x >= screen.selection_region.x_max) &&
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(y >= screen.selection_region.y_min) && (y < screen.selection_region.y_max))
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{
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// Wrap around selection on the right
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currentPixel.inverted ^= true;
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screen.selection_text += currentPixel.character;
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}
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else if((x <= screen.selection_region.x_min) && (x <= screen.selection_region.x_max) &&
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(y > screen.selection_region.y_min) && (y <= screen.selection_region.y_max))
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{
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// Wrap around selection on the left
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currentPixel.inverted ^= true;
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screen.selection_text += currentPixel.character;
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}
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}
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screen.PixelAt(x, y).character = cell;
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++x;
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}
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if (!has_selection) {
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return;
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}
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// Invert the selection
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for(int x = selection_start_; x <= selection_end_; x++) {
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screen.PixelAt(x, y).inverted = true;
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}
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}
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private:
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std::string text_;
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bool has_selection = false;
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int selection_start_ = 0;
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int selection_end_ = 10;
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};
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class VText : public Node {
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@ -64,6 +64,29 @@ class VBox : public Node {
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y = box.y_max + 1;
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}
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}
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void Selection(Box selection, std::vector<Box>* selected) override {
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// If this Node box_ doesn't intersect with the selection, then no
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// selection.
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if (Box::Intersection(selection, box_).IsEmpty()) {
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return;
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}
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const bool ymin_satured =
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selection.x_min < box_.x_min || selection.y_min < box_.y_min;
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const bool ymax_satured =
|
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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
|
||||
|
||||
|
@ -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 {
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user