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https://github.com/ArthurSonzogni/FTXUI.git
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Update doc
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -44,6 +44,7 @@ out/
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!doc/**/*.html
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!doc/**/*.html
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!doc/**/*.xml
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!doc/**/*.xml
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!doc/**/*.md
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!doc/**/*.md
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!doc/*.md
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# examples directory:
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# examples directory:
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!examples/**/*.cpp
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!examples/**/*.cpp
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README.md
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README.md
@@ -378,21 +378,7 @@ Several games using the FTXUI have been made during the Game Jam:
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- [smoothlife](https://github.com/cpp-best-practices/game_jam/blob/main/Jam1_April_2022/smoothlife.md)
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- [smoothlife](https://github.com/cpp-best-practices/game_jam/blob/main/Jam1_April_2022/smoothlife.md)
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- [Consu](https://github.com/cpp-best-practices/game_jam/blob/main/Jam1_April_2022/consu.md)
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- [Consu](https://github.com/cpp-best-practices/game_jam/blob/main/Jam1_April_2022/consu.md)
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## Advanced Usage
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### Piped Input Support
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If your application reads from stdin (piped data) and also needs interactive keyboard input:
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```cpp
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auto screen = ScreenInteractive::Fullscreen();
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screen.HandlePipedInput(true); // Enable before Loop()
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screen.Loop(component);
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```
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This allows commands like `cat data.txt | your_app` to work with full keyboard interaction.
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**Note:** This feature is only available on POSIX systems (Linux/macOS). On Windows, the method call is a no-op.
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## Build using CMake
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## Build using CMake
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doc/posix_pipe.md
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doc/posix_pipe.md
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# POSIX Piped Input in FTXUI
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## What is a POSIX Pipe?
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A POSIX pipe is a way for two separate programs to communicate. One program sends its output directly as input to another program. Think of it like a one-way tube for data.
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**Example:**
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Imagine you want to list files and then filter them interactively.
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- `ls`: Lists files.
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- `interactive_grep`: An FTXUI application that filters text and lets you type.
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You can connect them with a pipe (`|`):
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```bash
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ls -l | interactive_grep
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```
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Here's what happens:
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1. `ls -l` lists files with details.
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2. The `|` sends this list directly to `interactive_grep`.
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3. `interactive_grep` receives the list and displays it. Because it's an FTXUI app, you can then type to filter the list, even though it received initial data from `ls`.
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## How FTXUI Handles Piped Input
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Now that you understand what a POSIX pipe is, let's look at how FTXUI uses them.
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FTXUI lets your application read data from other programs (like from a pipe) while still allowing you to use your keyboard for interaction. This is useful for interactive command-line tools that process data.
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Normally, FTXUI applications receive all input from `stdin`. However, when FTXUI detects that `stdin` is connected to the output of a pipe (meaning data is being piped into your application), it automatically switches to reading interactive keyboard input from `/dev/tty`. This ensures that your application can still receive user input even while processing piped data.
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This feature is **turned on by default**.
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If your FTXUI application needs to read piped data and also respond to keyboard input, you typically don't need to do anything special:
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```cpp
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auto screen = ScreenInteractive::Fullscreen();
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// screen.HandlePipedInput(true); // This is enabled by default
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screen.Loop(component);
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```
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**Note:** This feature works only on Linux and macOS. It does nothing on Windows.
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## Turning Off Piped Input
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If you don't need this feature, or if it conflicts with your custom input handling, you can turn it off.
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To disable it, call `HandlePipedInput(false)` before starting your application's main loop:
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```cpp
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auto screen = ScreenInteractive::Fullscreen();
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screen.HandlePipedInput(false); // Turn off piped input handling
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screen.Loop(component);
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```
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@@ -144,7 +144,7 @@ class ScreenInteractive : public Screen {
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#if !defined(_WIN32) && !defined(__EMSCRIPTEN__)
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#if !defined(_WIN32) && !defined(__EMSCRIPTEN__)
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// Piped input handling state (POSIX only)
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// Piped input handling state (POSIX only)
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bool handle_piped_input_ = false;
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bool handle_piped_input_ = true;
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bool stdin_was_redirected_ = false;
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bool stdin_was_redirected_ = false;
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int original_stdin_fd_ = -1;
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int original_stdin_fd_ = -1;
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#endif
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#endif
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@@ -376,9 +376,9 @@ void ScreenInteractive::TrackMouse(bool enable) {
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/// When enabled, FTXUI will detect piped input and redirect stdin to /dev/tty
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/// When enabled, FTXUI will detect piped input and redirect stdin to /dev/tty
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/// for keyboard input, allowing applications to read piped data while still
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/// for keyboard input, allowing applications to read piped data while still
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/// receiving interactive keyboard events.
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/// receiving interactive keyboard events.
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/// @param enable Whether to enable piped input handling
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/// @param enable Whether to enable piped input handling. Default is true.
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/// @note This must be called before Loop().
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/// @note This must be called before Loop().
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/// @note This feature is disabled by default for backward compatibility.
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/// @note This feature is enabled by default.
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/// @note This feature is only available on POSIX systems (Linux/macOS).
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/// @note This feature is only available on POSIX systems (Linux/macOS).
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#if !defined(_WIN32) && !defined(__EMSCRIPTEN__)
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#if !defined(_WIN32) && !defined(__EMSCRIPTEN__)
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void ScreenInteractive::HandlePipedInput(bool enable) {
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void ScreenInteractive::HandlePipedInput(bool enable) {
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@@ -63,19 +63,23 @@ class PipedInputTest : public ::testing::Test {
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bool piped_stdin_setup_ = false;
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bool piped_stdin_setup_ = false;
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};
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};
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TEST_F(PipedInputTest, DefaultBehaviorNoChange) {
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TEST_F(PipedInputTest, DefaultBehaviorEnabled) {
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// Test that HandlePipedInput is disabled by default
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// Test that HandlePipedInput is enabled by default
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if (!IsTtyAvailable()) {
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GTEST_SKIP() << "/dev/tty not available in this environment";
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}
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auto screen = ScreenInteractive::TerminalOutput();
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auto screen = ScreenInteractive::TerminalOutput();
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auto component = Renderer([] { return text("test"); });
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auto component = Renderer([] { return text("test"); });
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SetupPipedStdin();
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SetupPipedStdin();
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WriteToPipedStdin("test data\n");
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WriteToPipedStdin("test data\n");
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// Install should not redirect stdin since HandlePipedInput not called
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// Install should redirect stdin since HandlePipedInput is on by default
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screen.Install();
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screen.Install();
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// Stdin should still be the pipe (isatty should return false)
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// Stdin should be the tty
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EXPECT_FALSE(isatty(STDIN_FILENO));
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EXPECT_TRUE(isatty(STDIN_FILENO));
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screen.Uninstall();
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screen.Uninstall();
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}
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}
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@@ -97,7 +101,7 @@ TEST_F(PipedInputTest, ExplicitlyDisabled) {
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screen.Uninstall();
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screen.Uninstall();
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}
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}
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TEST_F(PipedInputTest, PipedInputDetectionAndRedirection) {
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TEST_F(PipedInputTest, ExplicitlyEnabled) {
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if (!IsTtyAvailable()) {
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if (!IsTtyAvailable()) {
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GTEST_SKIP() << "/dev/tty not available in this environment";
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GTEST_SKIP() << "/dev/tty not available in this environment";
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}
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}
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@@ -127,7 +131,6 @@ TEST_F(PipedInputTest, PipedInputDetectionAndRedirection) {
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TEST_F(PipedInputTest, NormalStdinUnchanged) {
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TEST_F(PipedInputTest, NormalStdinUnchanged) {
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// Test that normal stdin (not piped) is not affected
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// Test that normal stdin (not piped) is not affected
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auto screen = ScreenInteractive::TerminalOutput();
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auto screen = ScreenInteractive::TerminalOutput();
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screen.HandlePipedInput(true);
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auto component = Renderer([] { return text("test"); });
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auto component = Renderer([] { return text("test"); });
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// Don't setup piped stdin - use normal stdin
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// Don't setup piped stdin - use normal stdin
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@@ -150,7 +153,6 @@ TEST_F(PipedInputTest, MultipleInstallUninstallCycles) {
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}
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}
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auto screen = ScreenInteractive::TerminalOutput();
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auto screen = ScreenInteractive::TerminalOutput();
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screen.HandlePipedInput(true);
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auto component = Renderer([] { return text("test"); });
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auto component = Renderer([] { return text("test"); });
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SetupPipedStdin();
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SetupPipedStdin();
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@@ -192,7 +194,6 @@ TEST_F(PipedInputTest, HandlePipedInputMethodBehavior) {
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// This test simulates environments like containers where /dev/tty might not exist
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// This test simulates environments like containers where /dev/tty might not exist
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TEST_F(PipedInputTest, GracefulFallbackWhenTtyUnavailable) {
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TEST_F(PipedInputTest, GracefulFallbackWhenTtyUnavailable) {
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auto screen = ScreenInteractive::TerminalOutput();
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auto screen = ScreenInteractive::TerminalOutput();
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screen.HandlePipedInput(true);
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auto component = Renderer([] { return text("test"); });
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auto component = Renderer([] { return text("test"); });
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SetupPipedStdin();
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SetupPipedStdin();
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