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@ -88,6 +88,7 @@ add_library(dom
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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/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/size.cpp
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src/ftxui/dom/spinner.cpp
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@ -339,6 +339,7 @@ Feel free to add your projects here:
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- [2048-cpp](https://github.com/Chessom/2048-cpp)
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- [Memory game](https://github.com/mikolajlubiak/memory)
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- [Terminal Animation](https://github.com/mikolajlubiak/terminal_animation)
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- [pciex](https://github.com/s0nx/pciex)
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### [cpp-best-practices/game_jam](https://github.com/cpp-best-practices/game_jam)
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@ -38,6 +38,7 @@ example(radiobox)
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example(radiobox_in_frame)
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example(renderer)
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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(slider)
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example(slider_direction)
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72
examples/component/selectable_input.cpp
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72
examples/component/selectable_input.cpp
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@ -0,0 +1,72 @@
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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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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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// 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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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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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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});
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screen.Loop(renderer);
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}
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@ -68,6 +68,8 @@ 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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private:
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void ExitNow();
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@ -82,6 +84,8 @@ class ScreenInteractive : public Screen {
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void RunOnceBlocking(Component component);
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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 ResetCursorPosition();
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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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Decorator hyperlink(std::string link);
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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
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// Horizontal, Vertical or stacked set of elements.
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@ -52,6 +52,12 @@ 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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Requirement requirement_;
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@ -15,6 +15,7 @@ struct Box {
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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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@ -21,6 +21,7 @@ struct Pixel {
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underlined(false),
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underlined_double(false),
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strikethrough(false),
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selectable(false),
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automerge(false) {}
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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 underlined : 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 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/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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@ -62,6 +63,12 @@ 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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@ -781,7 +781,9 @@ void ScreenInteractive::HandleTask(Component component, Task& task) {
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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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RecordSignal(SIGABRT);
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@ -824,6 +826,67 @@ void ScreenInteractive::HandleTask(Component component, Task& task) {
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// clang-format on
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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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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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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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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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return true;
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}
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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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return true;
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}
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return false;
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}
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std::string ScreenInteractive::GetSelection() {
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return selection_text;
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}
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// private
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// NOLINTNEXTLINE
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void ScreenInteractive::Draw(Component component) {
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@ -892,6 +955,9 @@ 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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// Set cursor position for user using tools to insert CJK characters.
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39
src/ftxui/dom/selectable.cpp
Normal file
39
src/ftxui/dom/selectable.cpp
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@ -0,0 +1,39 @@
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#include "ftxui/dom/elements.hpp" // for Element, Decorator
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#include "ftxui/dom/node_decorator.hpp" // for NodeDecorator
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#include "ftxui/component/event.hpp" // for Event
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namespace ftxui {
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namespace {
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class Selectable : public NodeDecorator {
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public:
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explicit Selectable(Element child)
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: NodeDecorator(std::move(child)) {}
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private:
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void Render(Screen& screen) override {
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for (int y = box_.y_min; y <= box_.y_max; ++y) {
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for (int x = box_.x_min; x <= box_.x_max; ++x) {
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screen.PixelAt(x, y).selectable = true;
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}
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}
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NodeDecorator::Render(screen);
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}
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};
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} // namespace
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Element selectable(Element child) {
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return std::make_shared<Selectable>(std::move(child));
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}
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Decorator selectable(void) {
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return
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[](Element child) { return selectable(std::move(child)); };
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}
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} // namespace ftxui
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if (cell == "\n") {
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continue;
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}
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screen.PixelAt(x, y).character = cell;
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Pixel ¤tPixel = screen.PixelAt(x, y);
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currentPixel.character = cell;
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if(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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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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currentPixel.inverted ^= true;
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screen.selection_text += currentPixel.character;
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}
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}
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++x;
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}
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}
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@ -39,6 +39,24 @@ bool Box::Contain(int x, int y) const {
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y_max >= y;
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}
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/// @return a copy of box with the x_min <= x_max and y_min <= y_max.
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/// @ingroup screen
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Box Box::Clean() const {
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Box newBox = *this;
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if(newBox.x_min > newBox.x_max)
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{
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std::swap(newBox.x_min, newBox.x_max);
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}
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if(newBox.y_min > newBox.y_max)
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{
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std::swap(newBox.y_min, newBox.y_max);
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}
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return newBox;
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}
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/// @return whether the box is empty.
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/// @ingroup screen
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bool Box::IsEmpty() const {
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@ -389,7 +389,9 @@ Screen Screen::Create(Dimensions dimension) {
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return {dimension.dimx, dimension.dimy};
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}
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Screen::Screen(int dimx, int dimy) : Image{dimx, dimy} {
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Screen::Screen(int dimx, int dimy) :
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Image{dimx, dimy},
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selection_text("") {
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#if defined(_WIN32)
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// The placement of this call is a bit weird, however we can assume that
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// anybody who instantiates a Screen object eventually wants to output
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Loading…
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Block a user