#include // for min #include // for operator<<, basic_ostream, wstringstream, stringstream, flush, cout, ostream #include // IWYU pragma: keep #include "ftxui/dom/node.hpp" // for Element, Node #include "ftxui/dom/requirement.hpp" // for Requirement #include "ftxui/screen/screen.hpp" #include "ftxui/screen/string.hpp" // for to_string, wchar_width #include "ftxui/screen/terminal.hpp" // for Terminal::Dimensions, Terminal #if defined(_WIN32) #define WIN32_LEAN_AND_MEAN #ifndef NOMINMAX #define NOMINMAX #endif #include #endif namespace ftxui { namespace { static const wchar_t* BOLD_SET = L"\x1B[1m"; static const wchar_t* BOLD_RESET = L"\x1B[22m"; // Can't use 21 here. static const wchar_t* DIM_SET = L"\x1B[2m"; static const wchar_t* DIM_RESET = L"\x1B[22m"; static const wchar_t* UNDERLINED_SET = L"\x1B[4m"; static const wchar_t* UNDERLINED_RESET = L"\x1B[24m"; static const wchar_t* BLINK_SET = L"\x1B[5m"; static const wchar_t* BLINK_RESET = L"\x1B[25m"; static const wchar_t* INVERTED_SET = L"\x1B[7m"; static const wchar_t* INVERTED_RESET = L"\x1B[27m"; static const char* MOVE_LEFT = "\r"; static const char* MOVE_UP = "\x1B[1A"; bool In(const Box& stencil, int x, int y) { return stencil.x_min <= x && x <= stencil.x_max && // stencil.y_min <= y && y <= stencil.y_max; } Pixel dev_null_pixel; #if defined(_WIN32) void WindowsEmulateVT100Terminal() { static bool done = false; if (done) return; done = true; // Enable VT processing on stdout and stdin auto stdout_handle = GetStdHandle(STD_OUTPUT_HANDLE); DWORD out_mode = 0; GetConsoleMode(stdout_handle, &out_mode); // https://docs.microsoft.com/en-us/windows/console/setconsolemode const int enable_virtual_terminal_processing = 0x0004; const int disable_newline_auto_return = 0x0008; out_mode |= enable_virtual_terminal_processing; out_mode |= disable_newline_auto_return; SetConsoleMode(stdout_handle, out_mode); } #endif void UpdatePixelStyle(std::wstringstream& ss, Pixel& previous, Pixel& next) { if (next.bold != previous.bold) ss << (next.bold ? BOLD_SET : BOLD_RESET); if (next.dim != previous.dim) ss << (next.dim ? DIM_SET : DIM_RESET); if (next.underlined != previous.underlined) ss << (next.underlined ? UNDERLINED_SET : UNDERLINED_RESET); if (next.blink != previous.blink) ss << (next.blink ? BLINK_SET : BLINK_RESET); if (next.inverted != previous.inverted) ss << (next.inverted ? INVERTED_SET : INVERTED_RESET); if (next.foreground_color != previous.foreground_color || next.background_color != previous.background_color) { ss << L"\x1B[" + next.foreground_color.Print(false) + L"m"; ss << L"\x1B[" + next.background_color.Print(true) + L"m"; } previous = next; } } // namespace /// A fixed dimension. /// @see Fit /// @see Full Dimension Dimension::Fixed(int v) { return Dimension{v, v}; } /// The minimal dimension that will fit the given element. /// @see Fixed /// @see Full Dimension Dimension::Fit(Element& e) { e->ComputeRequirement(); Terminal::Dimensions size = Terminal::Size(); return Dimension{std::min(e->requirement().min_x, size.dimx), std::min(e->requirement().min_y, size.dimy)}; } /// Use the terminal dimensions. /// @see Fixed /// @see Fit Dimension Dimension::Full() { Terminal::Dimensions size = Terminal::Size(); return Dimension{size.dimx, size.dimy}; } // static /// Create a screen with the given dimension along the x-axis and y-axis. Screen Screen::Create(Dimension width, Dimension height) { return Screen(width.dimx, height.dimy); } // static /// Create a screen with the given dimension. Screen Screen::Create(Dimension dimension) { return Screen(dimension.dimx, dimension.dimy); } Screen::Screen(int dimx, int dimy) : stencil({0, dimx - 1, 0, dimy - 1}), dimx_(dimx), dimy_(dimy), pixels_(dimy, std::vector(dimx)) { #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 // something to the console. // As we require UTF8 for all input/output operations we will just switch to // UTF8 encoding here SetConsoleOutputCP(CP_UTF8); SetConsoleCP(CP_UTF8); WindowsEmulateVT100Terminal(); #endif } /// Produce a std::string that can be used to print the Screen on the terminal. /// Don't forget to flush stdout. Alternatively, you can use Screen::Print(); std::string Screen::ToString() { std::wstringstream ss; Pixel previous_pixel; Pixel final_pixel; for (int y = 0; y < dimy_; ++y) { if (y != 0) { UpdatePixelStyle(ss, previous_pixel, final_pixel); ss << L"\r\n"; } for (int x = 0; x < dimx_;) { auto& pixel = pixels_[y][x]; wchar_t c = pixel.character; UpdatePixelStyle(ss, previous_pixel, pixel); auto width = wchar_width(c); if (width <= 0) { // Avoid an infinite loop for non-printable characters c = L' '; width = 1; } ss << c; x += width; } } UpdatePixelStyle(ss, previous_pixel, final_pixel); return to_string(ss.str()); } void Screen::Print() { std::cout << ToString() << '\0' << std::flush; } /// @brief Access a character a given position. /// @param x The character position along the x-axis. /// @param y The character position along the y-axis. wchar_t& Screen::at(int x, int y) { return PixelAt(x, y).character; } /// @brief Access a Pixel at a given position. /// @param x The pixel position along the x-axis. /// @param y The pixel position along the y-axis. Pixel& Screen::PixelAt(int x, int y) { return In(stencil, x, y) ? pixels_[y][x] : dev_null_pixel; } /// @brief Return a string to be printed in order to reset the cursor position /// to the beginning of the screen. /// /// ```cpp /// std::string reset_position; /// while(true) { /// auto document = render(); /// auto screen = Screen::Create(Dimension::Full(), Dimension::Fit(document)); /// Render(screen, document); /// std::cout << reset_position << screen.ToString() << std::flush; /// reset_position = screen.ResetPosition(); /// /// using namespace std::chrono_literals; /// std::this_thread::sleep_for(0.01s); /// } /// ``` /// /// @return The string to print in order to reset the cursor position to the /// beginning. std::string Screen::ResetPosition() { std::stringstream ss; ss << MOVE_LEFT; for (int y = 1; y < dimy_; ++y) { ss << MOVE_UP; } return ss.str(); } /// @brief Clear all the pixel from the screen. void Screen::Clear() { pixels_ = std::vector>(dimy_, std::vector(dimx_, Pixel())); cursor_.x = dimx_ - 1; cursor_.y = dimy_ - 1; } // clang-format off void Screen::ApplyShader() { // Merge box characters togethers. for (int y = 1; y < dimy_; ++y) { for (int x = 1; x < dimx_; ++x) { wchar_t& left = at(x - 1, y); wchar_t& top = at(x, y - 1); wchar_t& cur = at(x, y); // Left vs current if (cur == U'│' && left == U'─') cur = U'┤'; if (cur == U'─' && left == U'│') left = U'├'; if (cur == U'├' && left == U'─') cur = U'┼'; if (cur == U'─' && left == U'┤') left = U'┼'; // Top vs current if (cur == U'─' && top == U'│') cur = U'┴'; if (cur == U'│' && top == U'─') top = U'┬'; if (cur == U'┬' && top == U'│') cur = U'┼'; if (cur == U'│' && top == U'┴') top = U'┼'; } } } // clang-format on } // namespace ftxui // 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.