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Revert change to button example. (#835)
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@ -1,92 +1,64 @@
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#include <ftxui/component/component.hpp>
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#include <ftxui/component/screen_interactive.hpp>
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#include <ftxui/dom/elements.hpp>
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#include <ftxui/screen/screen.hpp>
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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 <memory> // for shared_ptr, __shared_ptr_access
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#include <string> // for operator+, to_string
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#include <array>
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#include <iostream>
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#include <string>
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#include "ftxui/component/captured_mouse.hpp" // for ftxui
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#include "ftxui/component/component.hpp" // for Button, Horizontal, Renderer
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#include "ftxui/component/component_base.hpp" // for ComponentBase
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#include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive
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#include "ftxui/dom/elements.hpp" // for separator, gauge, text, Element, operator|, vbox, border
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using namespace ftxui;
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using namespace std;
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enum class ConnectionMethod { ByName, ByAddress };
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void promptForConnectionMethod();
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void promptForServerName();
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void promptForServerAddress();
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void promptForServerManager();
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// This is a helper function to create a button with a custom style.
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// The style is defined by a lambda function that takes an EntryState and
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// returns an Element.
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// We are using `center` to center the text inside the button, then `border` to
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// add a border around the button, and finally `flex` to make the button fill
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// the available space.
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ButtonOption Style() {
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auto option = ButtonOption::Animated();
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option.transform = [](const EntryState& s) {
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auto element = text(s.label);
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if (s.focused) {
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element |= bold;
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}
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return element | center | borderEmpty | flex;
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};
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return option;
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}
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int main() {
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promptForConnectionMethod();
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int value = 50;
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// clang-format off
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auto btn_dec_01 = Button("-1", [&] { value += 1; }, Style());
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auto btn_inc_01 = Button("+1", [&] { value -= 1; }, Style());
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auto btn_dec_10 = Button("-10", [&] { value -= 10; }, Style());
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auto btn_inc_10 = Button("+10", [&] { value += 10; }, Style());
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// clang-format on
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// The tree of components. This defines how to navigate using the keyboard.
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// The selected `row` is shared to get a grid layout.
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int row = 0;
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auto buttons = Container::Vertical({
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Container::Horizontal({btn_dec_01, btn_inc_01}, &row) | flex,
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Container::Horizontal({btn_dec_10, btn_inc_10}, &row) | flex,
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});
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// Modify the way to render them on screen:
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auto component = Renderer(buttons, [&] {
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return vbox({
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text("value = " + std::to_string(value)),
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separator(),
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buttons->Render() | flex,
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}) |
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flex | border;
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});
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auto screen = ScreenInteractive::FitComponent();
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screen.Loop(component);
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return 0;
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}
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void promptForConnectionMethod() {
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auto screen = ScreenInteractive::TerminalOutput();
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std::vector<std::string> connect_choice{
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"Connect by name...",
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"Connect by address and port...",
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"Exit",
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};
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int selected = 0;
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MenuOption option;
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option.on_enter = [&] {
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if (selected == 0) {
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promptForServerManager();
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} else if (selected == 1) {
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promptForServerAddress();
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} else if (selected == 2) {
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screen.Exit();
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}
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};
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auto connect_menu = Menu(&connect_choice, &selected, option);
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auto renderer = Renderer(connect_menu, [&] {
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return vbox({
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text("Welcome, my client!") | color(Color::Red3Bis) | bold |
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center,
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text(""),
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text("Selected = " + std::to_string(selected)) |
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color(Color::LightGreenBis) | bold | center,
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text(""),
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text("Welcome to my first working multiplayer game, Medium "
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"Boxes.") |
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color(Color::LightSkyBlue1),
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text(""),
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text("Now, choose how you'd prefer to connect to a server!") |
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color(Color::LightCyan3) | center,
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text(""),
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connect_menu->Render() | border,
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}) |
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center;
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});
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screen.Loop(renderer);
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}
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void promptForServerName() {}
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void promptForServerAddress() {
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auto screen = ScreenInteractive::TerminalOutput();
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}
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void promptForServerManager() {
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auto screen = ScreenInteractive::TerminalOutput();
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auto renderer = Renderer([&] {
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return vbox({
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text("Now, please enter the server manager's address and "
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"port, so that you'll be able to see all the available "
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"public servers!") |
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color(Color::LightGreenBis),
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gauge(0),
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}) |
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center;
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});
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screen.Loop(renderer);
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}
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