#include // for system, EXIT_SUCCESS #include // for operator<<, basic_ostream, basic_ostream::operator<<, cout, endl, flush, ostream, basic_ostream<>::__ostream_type, cin #include // for shared_ptr, __shared_ptr_access, allocator #include // for getline, string #include "ftxui/component/captured_mouse.hpp" // for ftxui #include "ftxui/component/component.hpp" // for Button, Horizontal, Renderer #include "ftxui/component/component_base.hpp" // for ComponentBase #include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive #include "ftxui/dom/elements.hpp" // for operator|, filler, Element, borderEmpty, hbox, size, paragraph, vbox, LESS_THAN, border, center, HEIGHT, WIDTH int main() { using namespace ftxui; auto screen = ScreenInteractive::Fullscreen(); // When pressing this button, "screen.WithRestoredIO" will execute the // temporarily uninstall the terminal hook and execute the provided callback // function. This allow running the application in a non-interactive mode. auto btn_run = Button("Execute with restored IO", screen.WithRestoredIO([] { std::cout << "This is a child program using stdin/stdout." << std::endl; for (int i = 0; i < 10; ++i) { std::cout << "Please enter 10 strings (" << i << "/10)" << std::flush; std::string input; std::getline(std::cin, input); } })); auto btn_quit = Button("Quit", screen.ExitLoopClosure()); auto layout = Container::Horizontal({ btn_run, btn_quit, }); auto renderer = Renderer(layout, [&] { auto explanation = paragraph( "After clicking this button, the ScreenInteractive will be " "suspended and access to stdin/stdout will temporarilly be " "restore for running a function."); auto element = vbox({ explanation | borderEmpty, hbox({ btn_run->Render(), filler(), btn_quit->Render(), }), }); element = element | borderEmpty | border | size(WIDTH, LESS_THAN, 80) | size(HEIGHT, LESS_THAN, 20) | center; return element; }); screen.Loop(renderer); return EXIT_SUCCESS; } // Copyright 2022 Arthur Sonzogni. All rights reserved. // Use of this source code is governed by the MIT license that can be found in // the LICENSE file.