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https://github.com/ArthurSonzogni/FTXUI.git
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86 lines
2.1 KiB
C++
86 lines
2.1 KiB
C++
#include <ftxui/screen/box.hpp> // for Box
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#include <utility> // for move
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#include "ftxui/dom/node.hpp"
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#include "ftxui/screen/screen.hpp" // for Screen
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namespace ftxui {
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Node::Node() = default;
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Node::Node(Elements children) : children_(std::move(children)) {}
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Node::~Node() = default;
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/// @brief Compute how much space an elements needs.
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/// @ingroup dom
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void Node::ComputeRequirement() {
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for (auto& child : children_) {
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child->ComputeRequirement();
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}
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}
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/// @brief Assign a position and a dimension to an element for drawing.
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/// @ingroup dom
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void Node::SetBox(Box box) {
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box_ = box;
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}
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/// @brief Display an element on a ftxui::Screen.
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/// @ingroup dom
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void Node::Render(Screen& screen) {
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for (auto& child : children_) {
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child->Render(screen);
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}
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}
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void Node::Check(Status* status) {
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for (auto& child : children_) {
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child->Check(status);
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}
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status->need_iteration |= (status->iteration == 0);
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}
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/// @brief Display an element on a ftxui::Screen.
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/// @ingroup dom
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void Render(Screen& screen, const Element& element) {
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Render(screen, element.get());
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}
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/// @brief Display an element on a ftxui::Screen.
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/// @ingroup dom
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void Render(Screen& screen, Node* node) {
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Box box;
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box.x_min = 0;
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box.y_min = 0;
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box.x_max = screen.dimx() - 1;
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box.y_max = screen.dimy() - 1;
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Node::Status status;
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node->Check(&status);
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const int max_iterations = 20;
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while (status.need_iteration && status.iteration < max_iterations) {
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// Step 1: Find what dimension this elements wants to be.
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node->ComputeRequirement();
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// Step 2: Assign a dimension to the element.
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node->SetBox(box);
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// Check if the element needs another iteration of the layout algorithm.
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status.need_iteration = false;
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status.iteration++;
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node->Check(&status);
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}
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// Step 3: Draw the element.
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screen.stencil = box;
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node->Render(screen);
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// Step 4: Apply shaders
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screen.ApplyShader();
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}
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} // namespace ftxui
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// Copyright 2020 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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