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https://github.com/ArthurSonzogni/FTXUI.git
synced 2025-09-28 16:29:34 +08:00
Add clang-tidy. (#368)
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@@ -1,9 +1,9 @@
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#include <algorithm> // for max
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#include <iterator> // for begin, end
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#include <array> // for array
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#include <memory> // for allocator, make_shared, __shared_ptr_access
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#include <string> // for string, basic_string
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#include <string> // for basic_string, string
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#include <utility> // for move
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#include <vector> // for vector, __alloc_traits<>::value_type
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#include <vector> // for __alloc_traits<>::value_type
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#include "ftxui/dom/elements.hpp" // for unpack, Element, Decorator, BorderStyle, ROUNDED, Elements, DOUBLE, EMPTY, HEAVY, LIGHT, border, borderDouble, borderEmpty, borderHeavy, borderLight, borderRounded, borderStyled, borderWith, window
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#include "ftxui/dom/node.hpp" // for Node, Elements
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@@ -13,30 +13,25 @@
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namespace ftxui {
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static std::string simple_border_charset[6][6] = {
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{"┌", "┐", "└", "┘", "─", "│"}, //
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{"┏", "┓", "┗", "┛", "━", "┃"}, //
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{"╔", "╗", "╚", "╝", "═", "║"}, //
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{"╭", "╮", "╰", "╯", "─", "│"}, //
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{" ", " ", " ", " ", " ", " "}, //
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using Charset = std::array<std::string, 6>; // NOLINT
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using Charsets = std::array<Charset, 6>; // NOLINT
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static Charsets simple_border_charset = // NOLINT
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{
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Charset{"┌", "┐", "└", "┘", "─", "│"},
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Charset{"┏", "┓", "┗", "┛", "━", "┃"},
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Charset{"╔", "╗", "╚", "╝", "═", "║"},
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Charset{"╭", "╮", "╰", "╯", "─", "│"},
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Charset{" ", " ", " ", " ", " ", " "},
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};
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// For reference, here is the charset for normal border:
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// {"┌", "┐", "└", "┘", "─", "│", "┬", "┴", "┤", "├"};
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// TODO(arthursonzogni): Consider adding options to choose the kind of borders
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// to use.
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class Border : public Node {
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public:
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Border(Elements children, BorderStyle style)
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: Node(std::move(children)),
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charset(std::begin(simple_border_charset[style]),
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std::end(simple_border_charset[style])) {}
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Border(Elements children, Pixel pixel)
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: Node(std::move(children)), charset_pixel(10, pixel) {}
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charset_(simple_border_charset[style]) {} // NOLINT
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std::vector<Pixel> charset_pixel;
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std::vector<std::string> charset;
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const Charset& charset_; // NOLINT
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void ComputeRequirement() override {
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Node::ComputeRequirement();
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@@ -75,63 +70,101 @@ class Border : public Node {
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children_[0]->Render(screen);
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// Draw the border.
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if (box_.x_min >= box_.x_max || box_.y_min >= box_.y_max)
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if (box_.x_min >= box_.x_max || box_.y_min >= box_.y_max) {
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return;
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}
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if (!charset.empty())
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RenderPixel(screen);
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else
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RenderChar(screen);
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}
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screen.at(box_.x_min, box_.y_min) = charset_[0]; // NOLINT
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screen.at(box_.x_max, box_.y_min) = charset_[1]; // NOLINT
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screen.at(box_.x_min, box_.y_max) = charset_[2]; // NOLINT
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screen.at(box_.x_max, box_.y_max) = charset_[3]; // NOLINT
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void RenderPixel(Screen& screen) {
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screen.at(box_.x_min, box_.y_min) = charset[0];
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screen.at(box_.x_max, box_.y_min) = charset[1];
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screen.at(box_.x_min, box_.y_max) = charset[2];
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screen.at(box_.x_max, box_.y_max) = charset[3];
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for (float x = box_.x_min + 1; x < box_.x_max; ++x) {
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for (int x = box_.x_min + 1; x < box_.x_max; ++x) {
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Pixel& p1 = screen.PixelAt(x, box_.y_min);
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Pixel& p2 = screen.PixelAt(x, box_.y_max);
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p1.character = charset[4];
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p2.character = charset[4];
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p1.character = charset_[4]; // NOLINT
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p2.character = charset_[4]; // NOLINT
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p1.automerge = true;
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p2.automerge = true;
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}
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for (float y = box_.y_min + 1; y < box_.y_max; ++y) {
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for (int y = box_.y_min + 1; y < box_.y_max; ++y) {
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Pixel& p3 = screen.PixelAt(box_.x_min, y);
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Pixel& p4 = screen.PixelAt(box_.x_max, y);
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p3.character = charset[5];
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p4.character = charset[5];
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p3.character = charset_[5]; // NOLINT
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p4.character = charset_[5]; // NOLINT
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p3.automerge = true;
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p4.automerge = true;
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}
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// Draw title.
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if (children_.size() == 2)
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if (children_.size() == 2) {
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children_[1]->Render(screen);
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}
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}
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};
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// For reference, here is the charset for normal border:
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class BorderPixel : public Node {
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public:
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BorderPixel(Elements children, Pixel pixel)
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: Node(std::move(children)), pixel_(std::move(pixel)) {}
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private:
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Pixel pixel_;
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void ComputeRequirement() override {
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Node::ComputeRequirement();
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requirement_ = children_[0]->requirement();
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requirement_.min_x += 2;
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requirement_.min_y += 2;
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if (children_.size() == 2) {
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requirement_.min_x =
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std::max(requirement_.min_x, children_[1]->requirement().min_x + 2);
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}
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requirement_.selected_box.x_min++;
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requirement_.selected_box.x_max++;
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requirement_.selected_box.y_min++;
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requirement_.selected_box.y_max++;
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}
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void RenderChar(Screen& screen) {
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screen.PixelAt(box_.x_min, box_.y_min) = charset_pixel[0];
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screen.PixelAt(box_.x_max, box_.y_min) = charset_pixel[1];
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screen.PixelAt(box_.x_min, box_.y_max) = charset_pixel[2];
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screen.PixelAt(box_.x_max, box_.y_max) = charset_pixel[3];
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for (float x = box_.x_min + 1; x < box_.x_max; ++x) {
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Pixel& p1 = screen.PixelAt(x, box_.y_min);
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Pixel& p2 = screen.PixelAt(x, box_.y_max);
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p1 = charset_pixel[5];
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p2 = charset_pixel[5];
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p1.automerge = true;
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p2.automerge = true;
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void SetBox(Box box) override {
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Node::SetBox(box);
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if (children_.size() == 2) {
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Box title_box;
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title_box.x_min = box.x_min + 1;
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title_box.x_max = box.x_max - 1;
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title_box.y_min = box.y_min;
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title_box.y_max = box.y_min;
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children_[1]->SetBox(title_box);
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}
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for (float y = box_.y_min + 1; y < box_.y_max; ++y) {
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Pixel& p3 = screen.PixelAt(box_.x_min, y);
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Pixel& p4 = screen.PixelAt(box_.x_max, y);
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p3 = charset_pixel[5];
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p4 = charset_pixel[5];
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p3.automerge = true;
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p4.automerge = true;
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box.x_min++;
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box.x_max--;
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box.y_min++;
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box.y_max--;
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children_[0]->SetBox(box);
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}
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void Render(Screen& screen) override {
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// Draw content.
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children_[0]->Render(screen);
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// Draw the border.
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if (box_.x_min >= box_.x_max || box_.y_min >= box_.y_max) {
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return;
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}
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screen.PixelAt(box_.x_min, box_.y_min) = pixel_;
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screen.PixelAt(box_.x_max, box_.y_min) = pixel_;
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screen.PixelAt(box_.x_min, box_.y_max) = pixel_;
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screen.PixelAt(box_.x_max, box_.y_max) = pixel_;
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for (int x = box_.x_min + 1; x < box_.x_max; ++x) {
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screen.PixelAt(x, box_.y_min) = pixel_;
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screen.PixelAt(x, box_.y_max) = pixel_;
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}
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for (int y = box_.y_min + 1; y < box_.y_max; ++y) {
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screen.PixelAt(box_.x_min, y) = pixel_;
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screen.PixelAt(box_.x_max, y) = pixel_;
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}
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}
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};
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@@ -171,9 +204,9 @@ Element border(Element child) {
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/// @brief Same as border but with a constant Pixel around the element.
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/// @ingroup dom
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/// @see border
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Decorator borderWith(Pixel pixel) {
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Decorator borderWith(const Pixel& pixel) {
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return [pixel](Element child) {
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return std::make_shared<Border>(unpack(std::move(child)), pixel);
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return std::make_shared<BorderPixel>(unpack(std::move(child)), pixel);
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};
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}
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