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https://github.com/ArthurSonzogni/FTXUI.git
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b3ba747d82
Add the `SliderOption` option supporting: ```cpp { Ref<T> value; ConstRef<T> min = T(0); ConstRef<T> max = T(100); ConstRef<T> increment = (max() - min()) / 20; GaugeDirection direction = GaugeDirection::Right; Color color_active = Color::White; Color color_inactive = Color::GrayDark; }; ``` In particular, this supports multiple direction. This resolves: https://github.com/ArthurSonzogni/FTXUI/issues/467 This one do not support adding a label. The old constructors can still be used to have a label.
187 lines
5.9 KiB
C++
187 lines
5.9 KiB
C++
#ifndef FTXUI_COMPONENT_COMPONENT_OPTIONS_HPP
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#define FTXUI_COMPONENT_COMPONENT_OPTIONS_HPP
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#include <chrono> // for milliseconds
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#include <ftxui/component/animation.hpp> // for Duration, QuadraticInOut, Function
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#include <ftxui/dom/elements.hpp> // for Element, GaugeDirection, GaugeDirection::Right
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#include <ftxui/util/ref.hpp> // for Ref, ConstRef
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#include <functional> // for function
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#include <optional> // for optional
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#include <string> // for string
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#include "ftxui/screen/color.hpp" // for Color, Color::GrayDark, Color::White
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namespace ftxui {
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/// @brief arguments for |ButtonOption::transform|, |CheckboxOption::transform|,
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/// |Radiobox::transform|, |MenuEntryOption::transform|,
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/// |MenuOption::transform|.
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struct EntryState {
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std::string label; /// < The label to display.
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bool state; /// < The state of the button/checkbox/radiobox
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bool active; /// < Whether the entry is the active one.
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bool focused; /// < Whether the entry is one focused by the user.
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};
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struct UnderlineOption {
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bool enabled = false;
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Color color_active = Color::White;
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Color color_inactive = Color::GrayDark;
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animation::easing::Function leader_function =
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animation::easing::QuadraticInOut;
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animation::easing::Function follower_function =
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animation::easing::QuadraticInOut;
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animation::Duration leader_duration = std::chrono::milliseconds(250);
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animation::Duration leader_delay = std::chrono::milliseconds(0);
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animation::Duration follower_duration = std::chrono::milliseconds(250);
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animation::Duration follower_delay = std::chrono::milliseconds(0);
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void SetAnimation(animation::Duration d, animation::easing::Function f);
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void SetAnimationDuration(animation::Duration d);
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void SetAnimationFunction(animation::easing::Function f);
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void SetAnimationFunction(animation::easing::Function f_leader,
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animation::easing::Function f_follower);
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};
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/// @brief Option about a potentially animated color.
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/// @ingroup component
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struct AnimatedColorOption {
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void Set(
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Color inactive,
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Color active,
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animation::Duration duration = std::chrono::milliseconds(250),
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animation::easing::Function function = animation::easing::QuadraticInOut);
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bool enabled = false;
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Color inactive;
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Color active;
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animation::Duration duration = std::chrono::milliseconds(250);
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animation::easing::Function function = animation::easing::QuadraticInOut;
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};
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struct AnimatedColorsOption {
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AnimatedColorOption background;
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AnimatedColorOption foreground;
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};
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/// @brief Option for the MenuEntry component.
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/// @ingroup component
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struct MenuEntryOption {
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std::function<Element(const EntryState& state)> transform;
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AnimatedColorsOption animated_colors;
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};
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/// @brief Option for the Menu component.
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/// @ingroup component
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struct MenuOption {
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// Standard constructors:
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static MenuOption Horizontal();
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static MenuOption HorizontalAnimated();
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static MenuOption Vertical();
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static MenuOption VerticalAnimated();
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static MenuOption Toggle();
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// Style:
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UnderlineOption underline;
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MenuEntryOption entries;
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enum Direction { Up, Down, Left, Right };
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Direction direction = Down;
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std::function<Element()> elements_prefix;
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std::function<Element()> elements_infix;
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std::function<Element()> elements_postfix;
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// Observers:
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std::function<void()> on_change; ///> Called when the selected entry changes.
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std::function<void()> on_enter; ///> Called when the user presses enter.
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Ref<int> focused_entry = 0;
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};
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/// @brief Option for the AnimatedButton component.
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/// @ingroup component
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struct ButtonOption {
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// Standard constructors:
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static ButtonOption Ascii();
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static ButtonOption Simple();
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static ButtonOption Border();
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static ButtonOption Animated();
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static ButtonOption Animated(Color color);
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static ButtonOption Animated(Color background, Color foreground);
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static ButtonOption Animated(Color background,
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Color foreground,
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Color background_active,
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Color foreground_active);
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// Style:
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std::function<Element(const EntryState&)> transform;
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AnimatedColorsOption animated_colors;
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};
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/// @brief Option for the Checkbox component.
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/// @ingroup component
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struct CheckboxOption {
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// Standard constructors:
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static CheckboxOption Simple();
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// Style:
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std::function<Element(const EntryState&)> transform;
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// Observer:
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/// Called when the user change the state.
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std::function<void()> on_change = [] {};
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};
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/// @brief Option for the Input component.
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/// @ingroup component
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struct InputOption {
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/// Called when the content changes.
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std::function<void()> on_change = [] {};
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/// Called when the user presses enter.
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std::function<void()> on_enter = [] {};
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/// Obscure the input content using '*'.
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Ref<bool> password = false;
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/// When set different from -1, this attributes is used to store the cursor
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/// position.
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Ref<int> cursor_position = -1;
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};
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/// @brief Option for the Radiobox component.
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/// @ingroup component
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struct RadioboxOption {
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// Standard constructors:
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static RadioboxOption Simple();
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// Style:
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std::function<Element(const EntryState&)> transform;
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// Observers:
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/// Called when the selected entry changes.
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std::function<void()> on_change = [] {};
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Ref<int> focused_entry = 0;
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};
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// @brief Option for the `Slider` component.
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// @ingroup component
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template <typename T>
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struct SliderOption {
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Ref<T> value;
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ConstRef<T> min = T(0);
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ConstRef<T> max = T(100);
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ConstRef<T> increment = (max() - min()) / 20;
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GaugeDirection direction = GaugeDirection::Right;
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Color color_active = Color::White;
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Color color_inactive = Color::GrayDark;
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};
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} // namespace ftxui
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#endif /* end of include guard: FTXUI_COMPONENT_COMPONENT_OPTIONS_HPP */
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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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