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82 lines
2.1 KiB
C++
82 lines
2.1 KiB
C++
#ifndef FTXUI_COMPONENT_BASE_HPP
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#define FTXUI_COMPONENT_BASE_HPP
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#include <memory> // for unique_ptr
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#include <vector> // for vector
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#include "ftxui/component/captured_mouse.hpp" // for CaptureMouse
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#include "ftxui/dom/elements.hpp" // for Element
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namespace ftxui {
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class Delegate;
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class Focus;
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struct Event;
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class ComponentBase;
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using Component = std::shared_ptr<ComponentBase>;
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using Components = std::vector<Component>;
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/// @brief It implement rendering itself as ftxui::Element. It implement
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/// keyboard navigation by responding to ftxui::Event.
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/// @ingroup component
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class ComponentBase {
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public:
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// Constructor/Destructor.
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ComponentBase() = default;
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virtual ~ComponentBase();
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// ComponentBase hierarchy.
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ComponentBase* Parent();
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void Add(Component children);
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// Renders the component.
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virtual Element Render();
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// Handles an event.
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// By default, reduce on children with a lazy OR.
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//
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// Returns whether the event was handled or not.
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virtual bool OnEvent(Event);
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// Focus management ----------------------------------------------------------
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//
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// If this component contains children, this indicates which one is active,
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// nullptr if none is active.
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//
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// We say an element has the focus if the chain of ActiveChild() from the
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// root component contains this object.
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virtual Component ActiveChild();
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// Whether this is the active child of its parent.
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bool Active();
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// Whether all the ancestors are active.
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bool Focused();
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// Make the |child| to be the "active" one.
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virtual void SetActiveChild(ComponentBase* child);
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void SetActiveChild(Component child);
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// Configure all the ancestors to give focus to this component.
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void TakeFocus();
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protected:
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CapturedMouse CaptureMouse(const Event& event);
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std::vector<Component> children_;
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private:
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ComponentBase* parent_ = nullptr;
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void Detach();
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};
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using Component = std::shared_ptr<ComponentBase>;
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} // namespace ftxui
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#endif /* end of include guard: FTXUI_COMPONENT_BASE_HPP */
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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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