Prefer std::string over std::wstring. (#179)

In the past, FTXUI switched from std::string to std::wstring to support
fullwidth characters. The reasons was that fullwidth characters can be
stored inside a single wchar_t.

Then FTXUI added support for combining characters. A single glygh
doesn't even fit a wchar_t. Instead, a glyph can be arbitrary large.

The usage of wstring doesn't really fit the new model and have several
drawbacks:
1. It doesn't simplify the implementation of FTXUI, because of combining
   characters.
2. It reduces drawing performance by 2x.
3. It increase Screen's memory allocation by 2x.

This patch converts FTXUI to use std::string internally. It now exposes
std::string based API. The std::wstring API remains, but is now
deprecated.

Tests and examples haven't been update to show the breakage is limited.
They will be updated in a second set of patches.

Bug: https://github.com/ArthurSonzogni/FTXUI/issues/153
Co-authored-by: Tushar Maheshwari <tushar27192@gmail.com>
This commit is contained in:
Arthur Sonzogni
2021-08-08 23:25:20 +02:00
committed by GitHub
parent 1ff894f6f5
commit 3b4ab618a3
84 changed files with 1234 additions and 996 deletions

View File

@@ -250,8 +250,8 @@ class ResizableSplitBottomBase : public ComponentBase {
/// ```cpp
/// auto screen = ScreenInteractive::Fullscreen();
/// int left_size = 10;
/// auto left = Renderer([] { return text(L"Left") | center;});
/// auto right = Renderer([] { return text(L"right") | center;});
/// auto left = Renderer([] { return text("Left") | center;});
/// auto right = Renderer([] { return text("right") | center;});
/// auto split = ResizableSplitLeft(left, right, &left_size);
/// screen.Loop(split);
/// ```
@@ -280,8 +280,8 @@ Component ResizableSplitLeft(Component main, Component back, int* main_size) {
/// ```cpp
/// auto screen = ScreenInteractive::Fullscreen();
/// int right_size = 10;
/// auto left = Renderer([] { return text(L"Left") | center;});
/// auto right = Renderer([] { return text(L"right") | center;});
/// auto left = Renderer([] { return text("Left") | center;});
/// auto right = Renderer([] { return text("right") | center;});
/// auto split = ResizableSplitRight(right, left, &right_size);
/// screen.Loop(split);
/// ```
@@ -310,8 +310,8 @@ Component ResizableSplitRight(Component main, Component back, int* main_size) {
/// ```cpp
/// auto screen = ScreenInteractive::Fullscreen();
/// int top_size = 1;
/// auto top = Renderer([] { return text(L"Top") | center;});
/// auto bottom = Renderer([] { return text(L"Bottom") | center;});
/// auto top = Renderer([] { return text("Top") | center;});
/// auto bottom = Renderer([] { return text("Bottom") | center;});
/// auto split = ResizableSplitTop(top, bottom, &top_size);
/// screen.Loop(split);
/// ```
@@ -340,8 +340,8 @@ Component ResizableSplitTop(Component main, Component back, int* main_size) {
/// ```cpp
/// auto screen = ScreenInteractive::Fullscreen();
/// int bottom_size = 1;
/// auto top = Renderer([] { return text(L"Top") | center;});
/// auto bottom = Renderer([] { return text(L"Bottom") | center;});
/// auto top = Renderer([] { return text("Top") | center;});
/// auto bottom = Renderer([] { return text("Bottom") | center;});
/// auto split = ResizableSplit::Bottom(bottom, top, &bottom_size);
/// screen.Loop(split);
/// ```