FTXUI/src/ftxui/dom/text.cpp
Arthur Sonzogni 3b4ab618a3
Prefer std::string over std::wstring. (#179)
In the past, FTXUI switched from std::string to std::wstring to support
fullwidth characters. The reasons was that fullwidth characters can be
stored inside a single wchar_t.

Then FTXUI added support for combining characters. A single glygh
doesn't even fit a wchar_t. Instead, a glyph can be arbitrary large.

The usage of wstring doesn't really fit the new model and have several
drawbacks:
1. It doesn't simplify the implementation of FTXUI, because of combining
   characters.
2. It reduces drawing performance by 2x.
3. It increase Screen's memory allocation by 2x.

This patch converts FTXUI to use std::string internally. It now exposes
std::string based API. The std::wstring API remains, but is now
deprecated.

Tests and examples haven't been update to show the breakage is limited.
They will be updated in a second set of patches.

Bug: https://github.com/ArthurSonzogni/FTXUI/issues/153
Co-authored-by: Tushar Maheshwari <tushar27192@gmail.com>
2021-08-08 23:25:20 +02:00

174 lines
3.2 KiB
C++

#include <memory> // for make_shared
#include <string> // for string
#include <vector> // for vector
#include "ftxui/dom/deprecated.hpp" // for text, vtext
#include "ftxui/dom/elements.hpp" // for Element, text, vtext
#include "ftxui/dom/node.hpp" // for Node
#include "ftxui/dom/requirement.hpp" // for Requirement
#include "ftxui/screen/box.hpp" // for Box
#include "ftxui/screen/screen.hpp" // for Pixel, Screen
#include "ftxui/screen/string.hpp" // for string_width, Utf8ToGlyphs, to_string
namespace ftxui {
using ftxui::Screen;
class Text : public Node {
public:
Text(std::string text) : text_(text) {}
void ComputeRequirement() override {
requirement_.min_x = string_width(text_);
requirement_.min_y = 1;
}
void Render(Screen& screen) override {
int x = box_.x_min;
int y = box_.y_min;
if (y > box_.y_max)
return;
for (const auto& cell : Utf8ToGlyphs(text_)) {
if (x > box_.x_max)
return;
screen.PixelAt(x, y).character = cell;
++x;
}
}
private:
std::string text_;
};
class VText : public Node {
public:
VText(std::string text)
: text_(text), width_{std::min(string_width(text_), 1)} {}
void ComputeRequirement() override {
requirement_.min_x = width_;
requirement_.min_y = string_width(text_);
}
void Render(Screen& screen) override {
int x = box_.x_min;
int y = box_.y_min;
if (x + width_ - 1 > box_.x_max)
return;
for (const auto& it : Utf8ToGlyphs(text_)) {
if (y > box_.y_max)
return;
screen.PixelAt(x, y).character = it;
y += 1;
}
}
private:
std::string text_;
int width_ = 1;
};
/// @brief Display a piece of UTF8 encoded unicode text.
/// @ingroup dom
/// @see ftxui::to_wstring
///
/// ### Example
///
/// ```cpp
/// Element document = text("Hello world!");
/// ```
///
/// ### Output
///
/// ```bash
/// Hello world!
/// ```
Element text(std::string text) {
return std::make_shared<Text>(text);
}
/// @brief Display a piece of UTF16 encoded unicode text.
/// @ingroup dom
/// @see ftxui::to_wstring
///
/// ### Example
///
/// ```cpp
/// Element document = text(L"Hello world!");
/// ```
///
/// ### Output
///
/// ```bash
/// Hello world!
/// ```
Element text(std::wstring text) {
return std::make_shared<Text>(to_string(text));
}
/// @brief Display a piece of unicode text vertically.
/// @ingroup dom
/// @see ftxui::to_wstring
///
/// ### Example
///
/// ```cpp
/// Element document = vtext("Hello world!");
/// ```
///
/// ### Output
///
/// ```bash
/// H
/// e
/// l
/// l
/// o
///
/// w
/// o
/// r
/// l
/// d
/// !
/// ```
Element vtext(std::string text) {
return std::make_shared<VText>(text);
}
/// @brief Display a piece of UTF16 encoded unicode text vertically.
/// @ingroup dom
/// @see ftxui::to_wstring
///
/// ### Example
///
/// ```cpp
/// Element document = vtext(L"Hello world!");
/// ```
///
/// ### Output
///
/// ```bash
/// H
/// e
/// l
/// l
/// o
///
/// w
/// o
/// r
/// l
/// d
/// !
/// ```
Element vtext(std::wstring text) {
return std::make_shared<VText>(to_string(text));
}
} // 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.