FTXUI/src/ftxui/component/menu.cpp
Marc 896c0f2f6e
Casting and documentation fixes (#608)
Add `-wDocumentation` option. Fix the documentation.
Fix c++20/c++17 confusion in tests.

Co-authored-by: ArthurSonzogni <sonzogniarthur@gmail.com>
2023-03-31 17:13:48 +02:00

660 lines
20 KiB
C++

#include <algorithm> // for max, fill_n, reverse
#include <chrono> // for milliseconds
#include <ftxui/dom/direction.hpp> // for Direction, Direction::Down, Direction::Left, Direction::Right, Direction::Up
#include <functional> // for function
#include <memory> // for allocator_traits<>::value_type, swap
#include <string> // for operator+, string
#include <utility> // for move
#include <vector> // for vector, __alloc_traits<>::value_type
#include "ftxui/component/animation.hpp" // for Animator, Linear
#include "ftxui/component/captured_mouse.hpp" // for CapturedMouse
#include "ftxui/component/component.hpp" // for Make, Menu, MenuEntry, Toggle
#include "ftxui/component/component_base.hpp" // for ComponentBase
#include "ftxui/component/component_options.hpp" // for MenuOption, MenuEntryOption, UnderlineOption, AnimatedColorOption, AnimatedColorsOption, EntryState
#include "ftxui/component/event.hpp" // for Event, Event::ArrowDown, Event::ArrowLeft, Event::ArrowRight, Event::ArrowUp, Event::End, Event::Home, Event::PageDown, Event::PageUp, Event::Return, Event::Tab, Event::TabReverse
#include "ftxui/component/mouse.hpp" // for Mouse, Mouse::Left, Mouse::Released, Mouse::WheelDown, Mouse::WheelUp, Mouse::None
#include "ftxui/component/screen_interactive.hpp" // for Component
#include "ftxui/dom/elements.hpp" // for operator|, Element, reflect, Decorator, nothing, Elements, bgcolor, color, hbox, separatorHSelector, separatorVSelector, vbox, xflex, yflex, text, bold, focus, inverted, select
#include "ftxui/screen/box.hpp" // for Box
#include "ftxui/screen/color.hpp" // for Color
#include "ftxui/screen/util.hpp" // for clamp
#include "ftxui/util/ref.hpp" // for Ref, ConstStringListRef, ConstStringRef
namespace ftxui {
namespace {
Element DefaultOptionTransform(const EntryState& state) {
std::string label = (state.active ? "> " : " ") + state.label; // NOLINT
Element e = text(label);
if (state.focused) {
e = e | inverted;
}
if (state.active) {
e = e | bold;
}
return e;
}
bool IsInverted(Direction direction) {
switch (direction) {
case Direction::Up:
case Direction::Left:
return true;
case Direction::Down:
case Direction::Right:
return false;
}
return false; // NOT_REACHED()
}
bool IsHorizontal(Direction direction) {
switch (direction) {
case Direction::Left:
case Direction::Right:
return true;
case Direction::Down:
case Direction::Up:
return false;
}
return false; // NOT_REACHED()
}
} // namespace
/// @brief A list of items. The user can navigate through them.
/// @ingroup component
class MenuBase : public ComponentBase {
public:
MenuBase(ConstStringListRef entries, int* selected, Ref<MenuOption> option)
: entries_(entries), selected_(selected), option_(std::move(option)) {}
bool IsHorizontal() { return ftxui::IsHorizontal(option_->direction); }
void OnChange() {
if (option_->on_change) {
option_->on_change();
}
}
void OnEnter() {
if (option_->on_enter) {
option_->on_enter();
}
}
void Clamp() {
if (*selected_ != selected_previous_) {
SelectedTakeFocus();
}
boxes_.resize(size());
*selected_ = util::clamp(*selected_, 0, size() - 1);
selected_previous_ = util::clamp(selected_previous_, 0, size() - 1);
selected_focus_ = util::clamp(selected_focus_, 0, size() - 1);
focused_entry() = util::clamp(focused_entry(), 0, size() - 1);
}
void OnAnimation(animation::Params& params) override {
animator_first_.OnAnimation(params);
animator_second_.OnAnimation(params);
for (auto& animator : animator_background_) {
animator.OnAnimation(params);
}
for (auto& animator : animator_foreground_) {
animator.OnAnimation(params);
}
}
Element Render() override {
Clamp();
UpdateAnimationTarget();
Elements elements;
const bool is_menu_focused = Focused();
if (option_->elements_prefix) {
elements.push_back(option_->elements_prefix());
}
for (int i = 0; i < size(); ++i) {
if (i != 0 && option_->elements_infix) {
elements.push_back(option_->elements_infix());
}
const bool is_focused = (focused_entry() == i) && is_menu_focused;
const bool is_selected = (*selected_ == i);
const EntryState state = {
entries_[i],
false,
is_selected,
is_focused,
};
auto focus_management =
is_menu_focused && (selected_focus_ == i) ? focus : nothing;
const Element element =
(option_->entries.transform ? option_->entries.transform
: DefaultOptionTransform) //
(state);
elements.push_back(element | AnimatedColorStyle(i) | reflect(boxes_[i]) |
focus_management);
}
if (option_->elements_postfix) {
elements.push_back(option_->elements_postfix());
}
if (IsInverted(option_->direction)) {
std::reverse(elements.begin(), elements.end());
}
const Element bar =
IsHorizontal() ? hbox(std::move(elements)) : vbox(std::move(elements));
if (!option_->underline.enabled) {
return bar | reflect(box_);
}
if (IsHorizontal()) {
return vbox({
bar | xflex,
separatorHSelector(first_, second_, //
option_->underline.color_active,
option_->underline.color_inactive),
}) |
reflect(box_);
} else {
return hbox({
separatorVSelector(first_, second_, //
option_->underline.color_active,
option_->underline.color_inactive),
bar | yflex,
}) |
reflect(box_);
}
}
void SelectedTakeFocus() {
selected_previous_ = *selected_;
selected_focus_ = *selected_;
}
void OnUp() {
switch (option_->direction) {
case Direction::Up:
(*selected_)++;
break;
case Direction::Down:
(*selected_)--;
break;
case Direction::Left:
case Direction::Right:
break;
}
}
void OnDown() {
switch (option_->direction) {
case Direction::Up:
(*selected_)--;
break;
case Direction::Down:
(*selected_)++;
break;
case Direction::Left:
case Direction::Right:
break;
}
}
void OnLeft() {
switch (option_->direction) {
case Direction::Left:
(*selected_)++;
break;
case Direction::Right:
(*selected_)--;
break;
case Direction::Down:
case Direction::Up:
break;
}
}
void OnRight() {
switch (option_->direction) {
case Direction::Left:
(*selected_)--;
break;
case Direction::Right:
(*selected_)++;
break;
case Direction::Down:
case Direction::Up:
break;
}
}
// NOLINTNEXTLINE(readability-function-cognitive-complexity)
bool OnEvent(Event event) override {
Clamp();
if (!CaptureMouse(event)) {
return false;
}
if (event.is_mouse()) {
return OnMouseEvent(event);
}
if (Focused()) {
const int old_selected = *selected_;
if (event == Event::ArrowUp || event == Event::Character('k')) {
OnUp();
}
if (event == Event::ArrowDown || event == Event::Character('j')) {
OnDown();
}
if (event == Event::ArrowLeft || event == Event::Character('h')) {
OnLeft();
}
if (event == Event::ArrowRight || event == Event::Character('l')) {
OnRight();
}
if (event == Event::PageUp) {
(*selected_) -= box_.y_max - box_.y_min;
}
if (event == Event::PageDown) {
(*selected_) += box_.y_max - box_.y_min;
}
if (event == Event::Home) {
(*selected_) = 0;
}
if (event == Event::End) {
(*selected_) = size() - 1;
}
if (event == Event::Tab && size()) {
*selected_ = (*selected_ + 1) % size();
}
if (event == Event::TabReverse && size()) {
*selected_ = (*selected_ + size() - 1) % size();
}
*selected_ = util::clamp(*selected_, 0, size() - 1);
if (*selected_ != old_selected) {
focused_entry() = *selected_;
SelectedTakeFocus();
OnChange();
return true;
}
}
if (event == Event::Return) {
OnEnter();
return true;
}
return false;
}
bool OnMouseEvent(Event event) {
if (event.mouse().button == Mouse::WheelDown ||
event.mouse().button == Mouse::WheelUp) {
return OnMouseWheel(event);
}
if (event.mouse().button != Mouse::None &&
event.mouse().button != Mouse::Left) {
return false;
}
if (!CaptureMouse(event)) {
return false;
}
for (int i = 0; i < size(); ++i) {
if (!boxes_[i].Contain(event.mouse().x, event.mouse().y)) {
continue;
}
TakeFocus();
focused_entry() = i;
if (event.mouse().button == Mouse::Left &&
event.mouse().motion == Mouse::Released) {
if (*selected_ != i) {
*selected_ = i;
selected_previous_ = *selected_;
OnChange();
}
return true;
}
}
return false;
}
bool OnMouseWheel(Event event) {
if (!box_.Contain(event.mouse().x, event.mouse().y)) {
return false;
}
const int old_selected = *selected_;
if (event.mouse().button == Mouse::WheelUp) {
(*selected_)--;
}
if (event.mouse().button == Mouse::WheelDown) {
(*selected_)++;
}
*selected_ = util::clamp(*selected_, 0, size() - 1);
if (*selected_ != old_selected) {
SelectedTakeFocus();
OnChange();
}
return true;
}
void UpdateAnimationTarget() {
UpdateColorTarget();
UpdateUnderlineTarget();
}
void UpdateColorTarget() {
if (size() != int(animation_background_.size())) {
animation_background_.resize(size());
animation_foreground_.resize(size());
animator_background_.clear();
animator_foreground_.clear();
for (int i = 0; i < size(); ++i) {
animation_background_[i] = 0.F;
animation_foreground_[i] = 0.F;
animator_background_.emplace_back(&animation_background_[i], 0.F,
std::chrono::milliseconds(0),
animation::easing::Linear);
animator_foreground_.emplace_back(&animation_foreground_[i], 0.F,
std::chrono::milliseconds(0),
animation::easing::Linear);
}
}
const bool is_menu_focused = Focused();
for (int i = 0; i < size(); ++i) {
const bool is_focused = (focused_entry() == i) && is_menu_focused;
const bool is_selected = (*selected_ == i);
float target = is_selected ? 1.F : is_focused ? 0.5F : 0.F; // NOLINT
if (animator_background_[i].to() != target) {
animator_background_[i] = animation::Animator(
&animation_background_[i], target,
option_->entries.animated_colors.background.duration,
option_->entries.animated_colors.background.function);
animator_foreground_[i] = animation::Animator(
&animation_foreground_[i], target,
option_->entries.animated_colors.foreground.duration,
option_->entries.animated_colors.foreground.function);
}
}
}
Decorator AnimatedColorStyle(int i) {
Decorator style = nothing;
if (option_->entries.animated_colors.foreground.enabled) {
style = style | color(Color::Interpolate(
animation_foreground_[i],
option_->entries.animated_colors.foreground.inactive,
option_->entries.animated_colors.foreground.active));
}
if (option_->entries.animated_colors.background.enabled) {
style = style | bgcolor(Color::Interpolate(
animation_background_[i],
option_->entries.animated_colors.background.inactive,
option_->entries.animated_colors.background.active));
}
return style;
}
void UpdateUnderlineTarget() {
if (!option_->underline.enabled) {
return;
}
if (FirstTarget() == animator_first_.to() &&
SecondTarget() == animator_second_.to()) {
return;
}
if (FirstTarget() >= animator_first_.to()) {
animator_first_ = animation::Animator(
&first_, FirstTarget(), option_->underline.follower_duration,
option_->underline.follower_function,
option_->underline.follower_delay);
animator_second_ = animation::Animator(
&second_, SecondTarget(), option_->underline.leader_duration,
option_->underline.leader_function, option_->underline.leader_delay);
} else {
animator_first_ = animation::Animator(
&first_, FirstTarget(), option_->underline.leader_duration,
option_->underline.leader_function, option_->underline.leader_delay);
animator_second_ = animation::Animator(
&second_, SecondTarget(), option_->underline.follower_duration,
option_->underline.follower_function,
option_->underline.follower_delay);
}
}
bool Focusable() const final { return entries_.size(); }
int& focused_entry() { return option_->focused_entry(); }
int size() const { return int(entries_.size()); }
float FirstTarget() {
if (boxes_.empty()) {
return 0.F;
}
const int value = IsHorizontal() ? boxes_[*selected_].x_min - box_.x_min
: boxes_[*selected_].y_min - box_.y_min;
return float(value);
}
float SecondTarget() {
if (boxes_.empty()) {
return 0.F;
}
const int value = IsHorizontal() ? boxes_[*selected_].x_max - box_.x_min
: boxes_[*selected_].y_max - box_.y_min;
return float(value);
}
protected:
ConstStringListRef entries_;
int* selected_;
int selected_previous_ = *selected_;
int selected_focus_ = *selected_;
Ref<MenuOption> option_;
std::vector<Box> boxes_;
Box box_;
float first_ = 0.F;
float second_ = 0.F;
animation::Animator animator_first_ = animation::Animator(&first_, 0.F);
animation::Animator animator_second_ = animation::Animator(&second_, 0.F);
std::vector<animation::Animator> animator_background_;
std::vector<animation::Animator> animator_foreground_;
std::vector<float> animation_background_;
std::vector<float> animation_foreground_;
};
/// @brief A list of text. The focused element is selected.
/// @param entries The list of entries in the menu.
/// @param selected The index of the currently selected element.
/// @param option Additional optional parameters.
/// @ingroup component
///
/// ### Example
///
/// ```cpp
/// auto screen = ScreenInteractive::TerminalOutput();
/// std::vector<std::string> entries = {
/// "entry 1",
/// "entry 2",
/// "entry 3",
/// };
/// int selected = 0;
/// auto menu = Menu(&entries, &selected);
/// screen.Loop(menu);
/// ```
///
/// ### Output
///
/// ```bash
/// > entry 1
/// entry 2
/// entry 3
/// ```
Component Menu(ConstStringListRef entries,
int* selected,
Ref<MenuOption> option) {
return Make<MenuBase>(entries, selected, std::move(option));
}
/// @brief An horizontal list of elements. The user can navigate through them.
/// @param entries The list of selectable entries to display.
/// @param selected Reference the selected entry.
/// See also |Menu|.
/// @ingroup component
Component Toggle(ConstStringListRef entries, int* selected) {
return Menu(entries, selected, MenuOption::Toggle());
}
/// @brief A specific menu entry. They can be put into a Container::Vertical to
/// form a menu.
/// @param label The text drawn representing this element.
/// @param option Additional optional parameters.
/// @ingroup component
///
/// ### Example
///
/// ```cpp
/// auto screen = ScreenInteractive::TerminalOutput();
/// int selected = 0;
/// auto menu = Container::Vertical({
/// MenuEntry("entry 1"),
/// MenuEntry("entry 2"),
/// MenuEntry("entry 3"),
/// }, &selected);
/// screen.Loop(menu);
/// ```
///
/// ### Output
///
/// ```bash
/// > entry 1
/// entry 2
/// entry 3
/// ```
Component MenuEntry(ConstStringRef label, Ref<MenuEntryOption> option) {
class Impl : public ComponentBase {
public:
Impl(ConstStringRef label, Ref<MenuEntryOption> option)
: label_(std::move(label)), option_(std::move(option)) {}
private:
Element Render() override {
const bool focused = Focused();
UpdateAnimationTarget();
const EntryState state = {
*label_,
false,
hovered_,
focused,
};
const Element element =
(option_->transform ? option_->transform : DefaultOptionTransform) //
(state);
auto focus_management = focused ? select : nothing;
return element | AnimatedColorStyle() | focus_management | reflect(box_);
}
void UpdateAnimationTarget() {
const bool focused = Focused();
float target = focused ? 1.F : hovered_ ? 0.5F : 0.F; // NOLINT
if (target == animator_background_.to()) {
return;
}
animator_background_ =
animation::Animator(&animation_background_, target,
option_->animated_colors.background.duration,
option_->animated_colors.background.function);
animator_foreground_ =
animation::Animator(&animation_foreground_, target,
option_->animated_colors.foreground.duration,
option_->animated_colors.foreground.function);
}
Decorator AnimatedColorStyle() {
Decorator style = nothing;
if (option_->animated_colors.foreground.enabled) {
style = style | color(Color::Interpolate(
animation_foreground_,
option_->animated_colors.foreground.inactive,
option_->animated_colors.foreground.active));
}
if (option_->animated_colors.background.enabled) {
style = style | bgcolor(Color::Interpolate(
animation_background_,
option_->animated_colors.background.inactive,
option_->animated_colors.background.active));
}
return style;
}
bool Focusable() const override { return true; }
bool OnEvent(Event event) override {
if (!event.is_mouse()) {
return false;
}
hovered_ = box_.Contain(event.mouse().x, event.mouse().y);
if (!hovered_) {
return false;
}
if (event.mouse().button == Mouse::Left &&
event.mouse().motion == Mouse::Released) {
TakeFocus();
return true;
}
return false;
}
void OnAnimation(animation::Params& params) override {
animator_background_.OnAnimation(params);
animator_foreground_.OnAnimation(params);
}
ConstStringRef label_;
Ref<MenuEntryOption> option_;
Box box_;
bool hovered_ = false;
float animation_background_ = 0.F;
float animation_foreground_ = 0.F;
animation::Animator animator_background_ =
animation::Animator(&animation_background_, 0.F);
animation::Animator animator_foreground_ =
animation::Animator(&animation_foreground_, 0.F);
};
return Make<Impl>(std::move(label), std::move(option));
}
} // 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.