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65 lines
2.3 KiB
C++
65 lines
2.3 KiB
C++
#include <memory> // for allocator, shared_ptr, __shared_ptr_access
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#include <string> // for operator+, to_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 text, separator, Element, operator|, vbox, border
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using namespace ftxui;
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// An example of how to compose multiple components into one and maintain their
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// interactiveness.
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int main(int argc, const char* argv[]) {
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auto left_count = 0;
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auto right_count = 0;
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auto left_buttons = Container::Horizontal({
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Button("Decrease", [&] { left_count--; }),
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Button("Increase", [&] { left_count++; }),
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});
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auto right_buttons = Container::Horizontal({
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Button("Decrease", [&] { right_count--; }),
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Button("Increase", [&] { right_count++; }),
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});
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// Renderer decorates its child with a new rendering function. The way the
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// children reacts to events is maintained.
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auto leftpane = Renderer(left_buttons, [&] {
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return vbox({
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text("This is the left control"),
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separator(),
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text("Left button count: " + std::to_string(left_count)),
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left_buttons->Render(),
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}) |
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border;
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});
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auto rightpane = Renderer(right_buttons, [&] {
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return vbox({
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text("This is the right control"),
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separator(),
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text("Right button count: " + std::to_string(right_count)),
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right_buttons->Render(),
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}) |
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border;
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});
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// Container groups components togethers. To render a Container::Horizontal,
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// it render its children side by side. It maintains their interactiveness and
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// provide the logic to navigate from one to the other using the arrow keys.
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auto composition = Container::Horizontal({leftpane, rightpane});
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auto screen = ScreenInteractive::FitComponent();
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screen.Loop(composition);
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return 0;
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}
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// Thanks to Chris Morgan for this example!
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// Copyright 2021 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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