#include // for shared_ptr, __shared_ptr_access #include // for operator+, to_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/component_options.hpp" // for ButtonOption #include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive #include "ftxui/dom/elements.hpp" // for gauge, separator, text, vbox, operator|, Element, border #include "ftxui/screen/color.hpp" // for Color, Color::Blue, Color::Green, Color::Red using namespace ftxui; int main(int argc, const char* argv[]) { int value = 0; auto action = [&] { value++; }; auto action_renderer = Renderer([&] { return text("count = " + std::to_string(value)); }); auto buttons = Container::Vertical({ action_renderer, Renderer([] { return separator(); }), Container::Horizontal({ Container::Vertical({ Button("Ascii 1", action, ButtonOption::Ascii()), Button("Ascii 2", action, ButtonOption::Ascii()), Button("Ascii 3", action, ButtonOption::Ascii()), }), Renderer([] { return separator(); }), Container::Vertical({ Button("Simple 1", action, ButtonOption::Simple()), Button("Simple 2", action, ButtonOption::Simple()), Button("Simple 3", action, ButtonOption::Simple()), }), Renderer([] { return separator(); }), Container::Vertical({ Button("Animated 1", action, ButtonOption::Animated()), Button("Animated 2", action, ButtonOption::Animated()), Button("Animated 3", action, ButtonOption::Animated()), }), Renderer([] { return separator(); }), Container::Vertical({ Button("Animated 4", action, ButtonOption::Animated(Color::Red)), Button("Animated 5", action, ButtonOption::Animated(Color::Green)), Button("Animated 6", action, ButtonOption::Animated(Color::Blue)), }), }), }) | border; auto screen = ScreenInteractive::FitComponent(); screen.Loop(buttons); return 0; } // Copyright 2020 Arthur Sonzogni. All rights reserved. // Use of this source code is governed by the MIT license that can be found in // the LICENSE file.