C++控制台强化如何实现一定界面效果(简洁版)

Tertia ·
更新时间:2024-11-13
· 665 次阅读

目录

TANXL_CONSOLE_LIST VERSION_1_4

TANXL_CONSOLE_LIST.H VERSION_1_4

TANXL_CONSOLE_LIST.H VERSION_1_5

TANXL_CONSOLE_LIST.H VERSION_1_5

TANXL_CONSOLE_LIST.CPP VERSION_1_5

Main.CPP(测试用)

TANXL_CONSOLE_LIST.H VERSION_1_5+_Final

TANXL_CONSOLE_LIST.H VERSION_1_5++_Final

TANXL_CONSOLE_LIST.CPP VERSION_1_5++_Final

TANXL_CONSOLE_LIST VERSION_1_4

在完成了游戏存档模块的开发之后,我试图用之前制作的Console_List头文件为基础,制作一个命令行上的数据管理器,但是在实际使用中我发现了Console_List的各种不足。

比如提供了接口之后还需要用户输入大量的代码来完成表格的输出,明显不能做到让接口容易被正确使用,不易被误用。

于是在这个背景下,我对Console_List进行了完全重写,在比前几代代码减少2/3的情况下,功能大幅加强,同时只需要一次物品初始化,一次调用显示函数,明显更加容易使用。

TANXL_CONSOLE_LIST.H VERSION_1_4 #ifndef TANXL_CONSOLE_LIST #define TANXL_CONSOLE_LIST #ifndef TANXL_LIST//检查是否使用了其他版本的TANXL_CONSOLE_LIST #define TANXL_LIST #define LIST 1 #endif #endif #if LIST #ifndef IOSTREAM//检查是否已经包含IOSTREAM #define IOSTREAM #include <iostream> #endif #ifndef VECTOR//检查是否已经包含VECTOR #define VECTOR #include <vector> #endif #ifndef CONIO_H//检查是否已经包含CONIO_H #define CONIO_H #include <conio.h> #endif #ifndef IOMANIP//检查是否已经包含IOMANIP #define IOMANIP #include <iomanip> #endif //void Col是原Console_List的核心功能,使用了Linux控制台的指令 void Col(unsigned ColN = NULL, bool Under_Line = false)//设置自定义行的背景颜色 { if (ColN == NULL)std::cout << "\033[0m";//清除颜色 else { if (Under_Line == true) std::cout << "\033[7m"; std::cout << "\033[4;1;m"; if (((ColN & 0xf0) >> 4) > 0 && ((ColN & 0xf0) >> 4) <= 7) std::cout << "\033[3" << ((ColN & 0xf0) >> 4) << "m"; else if ((ColN & 0xf0) >> 4 == 0);//值为0不作修改 else//字体颜色: 1红色 2绿色 3橙色 4蓝色 5紫色 6淡蓝 7白色 std::cout << "\033[3" << rand() % 7 + 1 << "m"; if ((ColN & 0x0f) > 0 && ((ColN & 0x0f) <= 7)) std::cout << "\033[4" << (ColN & 0x0f) << "m"; else if ((ColN & 0x0f) == 0);//值为0不作修改 else//背景颜色: 1红色 2绿色 3橙色 4蓝色 5紫色 6淡蓝 7白色 std::cout << "\033[4" << rand() % 7 + 1 << "m"; } } //第三级别的物品结构 struct Function { //void Page_Info() { Col(); std::cout << "This: " << Selector << " - Total: " << SonList.size() << " - Max: " << (SSpace & 0x0000ff) << std::endl; } Function() :Name("NULL"), /*SonList(NULL),*/ Func(NULL) {}; Function(std::string N, void(*F)()) :Name(N),/* SonList(NULL),*/ Func(F) {}; //int Selector{ 0 }; //bool Is_Selected{ false }; std::string Name; void(*Func)(); unsigned SSpace{ 0x171109 };//选项和标题的空格数 AA-BB-CC AA左空格 BB右空格 CC页面物品限制数量 //std::vector<Function>SonList; }; //第二级别的物品结构 struct Main_Function { void Page_Info() { Col(); std::cout << "This: " << Selector << " - Total: " << SonList.size() << " - Max: " << (SSpace & 0x0000ff) << std::endl; } Main_Function(std::string N = "NULL") :Name(N), SonList(NULL) {}; Main_Function(std::string N, void(*F)()) :Name(N), SonList(NULL), Func(F) {}; int Selector{ 0 }; bool Is_Selected{ false }; std::string Name; void(*Func)() { NULL }; unsigned SSpace{ 0x171109 };//选项和标题的空格数 AA-BB-CC AA左空格 BB右空格 CC页面物品限制数量 std::vector<Function>SonList; }; //第一级别的主要物品类 class CONSOLE_LIST { public: void Display(); void Append_Item(std::string New_Item) { SonList.push_back(Main_Function(New_Item)); };//添加二级物品作为选项 //At用于指定第几个二级物品,后续两个量用于生成一个新的三级物品 void Append_Svec(int At, std::string Name, void(*Func)()) { SonList.at(At).SonList.push_back(Function(Name, Func)); };//添加二级物品下的三级物品,同时绑定一个void类型的函数 private: void Page_Info() { Col(); std::cout << "This: " << Selector << " - Total: " << SonList.size() << " - Max: " << (SSpace & 0x0000ff) << std::endl; }//输出当前页面信息 bool Insert_Action(int* Action_Num, bool* Action_Bol, size_t List_Size);//输入操作 int Selector{ 0 }; int Pages{ 0 }; bool Is_Selected{ false }; std::vector<Main_Function>SonList; unsigned SSpace{ 0x171109 };//选项和标题的空格数 AA-BB-CC AA左空格 BB右空格 CC页面物品限制数量 }; void CONSOLE_LIST::Display() { Col(); bool flag{ true }; bool brea{ false }; while (true) { if (!flag) { Is_Selected = false; flag = true; continue; } system("cls"); int* Num{ &Selector }; bool* Bol{ &Is_Selected }; size_t Siz{ SonList.size() }; for (int i = 0; i < SonList.size(); i++) { if (i == Selector) Col(0x71); else Col(0x17); std::cout << std::setw((SSpace & 0xff0000) >> 16) << SonList.at(i).Name << std::setw((SSpace & 0x00ff00) >> 8) << " " << std::endl; if (i == Selector && Is_Selected == true) { Pages = SonList.at(i).Selector / (SSpace & 0x0000ff); for (int j = Pages * (SSpace & 0x0000ff), count = 0; j < SonList.at(i).SonList.size() && count < (SSpace & 0x0000ff); j++&& count++) { if (j == SonList.at(i).Selector) Col(0x71); else Col(0x17); std::cout << std::setw((SSpace & 0xff0000) >> 16) << SonList.at(i).SonList.at(j).Name << std::setw((SSpace & 0x00ff00) >> 8) << " " << std::endl; if (SonList.at(i).Is_Selected == true && j == SonList.at(i).Selector) { SonList.at(i).SonList.at(j).Func(); SonList.at(i).Is_Selected = false; brea = true; break; } } SonList.at(i).Page_Info(); if (brea) break; Num = &SonList.at(i).Selector; Bol = &SonList.at(i).Is_Selected; Siz = SonList.at(i).SonList.size(); } std::cout << std::endl; } Page_Info(); if (brea) { brea = false; continue; } Col(); flag = Insert_Action(Num, Bol, Siz);//等待输入 } } bool CONSOLE_LIST::Insert_Action(int* Action_Num, bool* Action_Bol, size_t List_Size) { char key = _getch(); if (key == 'c' || key == 'C')//如果输入了大小写的C则返回上一级 { *Action_Bol = false; return false; } if (static_cast<int>(key - 48) >= 0 && static_cast<int>(key - 48) <= 9)//判断是否是从零到九的数字 { if (static_cast<int>(key - 48) <= List_Size)//如果是,且小于等于选项总数则直接指定这个选项 *Action_Num = static_cast<int>(key - 48) - 1; else *Action_Num = static_cast<int>(List_Size) - 1;//如果超出了最大值,则指向最大值 *Action_Bol = true; } else if (key == 'w' || key == 'W' || key == 72)//如果输入了大小写的W或者上箭头,则执行MoveUp函数 *Action_Num = *Action_Num == 0 ? static_cast<int>(List_Size) - 1 : -- * Action_Num; else if (key == 's' || key == 'S' || key == 80)//如果输入了大小写的S或者下箭头,则执行MoveDown函数 *Action_Num = *Action_Num == static_cast<int>(List_Size) - 1 ? 0 : ++ * Action_Num; else if (key == 'a' || key == 'A' || key == 75)//如果输入了大小写的A或者左箭头,则执行向上翻页函数 *Action_Num = *Action_Num - static_cast<int>(SSpace & 0x0000ff) < 0 ? 0 : *Action_Num - (SSpace & 0x0000ff); else if (key == 'd' || key == 'D' || key == 77)//如果输入了大小写的D或者右箭头,则执行向下翻页函数 *Action_Num = *Action_Num + (SSpace & 0x0000ff) > static_cast<int>(List_Size) - 1 ? static_cast<int>(List_Size) - 1 : *Action_Num + (SSpace & 0x0000ff); else if (key == '\r')//回车确认 *Action_Bol = true; return true; } #endif

以下为使用例:

Main.cpp

#include "TANXL_CONSOLE_LIST.h" void say() { Col(); system("cls"); std::cout << "wdnmd"; system("pause"); } int main() { CONSOLE_LIST TSM; TSM.Append_Item("数据管理"); TSM.Append_Svec(0, "数据管理1", &say); TSM.Append_Svec(0, "数据管理2", &say); TSM.Append_Svec(0, "数据管理3", &say); TSM.Append_Svec(0, "数据管理4", &say); TSM.Append_Svec(0, "数据管理5", &say); TSM.Append_Svec(0, "数据管理6", &say); TSM.Append_Svec(0, "数据管理7", &say); TSM.Append_Svec(0, "数据管理8", &say); TSM.Append_Svec(0, "数据管理9", &say); TSM.Append_Svec(0, "数据管理10", &say); TSM.Append_Svec(0, "数据管理11", &say); TSM.Append_Svec(0, "数据管理12", &say); TSM.Append_Svec(0, "数据管理13", &say); TSM.Append_Svec(0, "数据管理14", &say); TSM.Append_Svec(0, "数据管理15", &say); TSM.Append_Item("添加数据"); TSM.Append_Svec(1, "添加数据1", &say); TSM.Append_Svec(1, "添加数据2", &say); TSM.Append_Svec(1, "添加数据3", &say); TSM.Append_Item("查看数据"); TSM.Append_Svec(2, "查看数据1", &say); TSM.Append_Svec(2, "查看数据2", &say); TSM.Append_Svec(2, "查看数据3", &say); TSM.Append_Item("修改数据"); TSM.Append_Svec(3, "修改数据1", &say); TSM.Append_Svec(3, "修改数据2", &say); TSM.Append_Svec(3, "修改数据3", &say); TSM.Append_Item("退出程序"); TSM.Append_Svec(4, "_-确认-_", &say); TSM.Append_Svec(4, "_-取消-_", &say); TSM.Display(); }

TANXL_CONSOLE_LIST.H VERSION_1_5

再次对几乎所有函数进行重写,为了操作的一致性移除了三级物品的设定,统一由类来进行管理。通过递归的方法实现输出列表,理论上能无限扩展深度。

三级列表

六级列表

TANXL_CONSOLE_LIST.H VERSION_1_5 // 移除Main_Function Function并将功能整合至CONSOLE类 // 绝大多数函数重写以支持多于一层的表格输出 #ifndef TANXL_CONSOLE_LIST #define TANXL_CONSOLE_LIST #ifndef TANXL_LIST//检查是否使用了其他版本的TANXL_CONSOLE_LIST #define TANXL_LIST #define LIST 1 #endif #endif #if LIST #ifndef IOSTREAM//检查是否已经包含IOSTREAM #define IOSTREAM #include <iostream> #endif #ifndef VECTOR//检查是否已经包含VECTOR #define VECTOR #include <vector> #endif #ifndef CONIO_H//检查是否已经包含CONIO_H #define CONIO_H #include <conio.h> #endif #ifndef IOMANIP//检查是否已经包含IOMANIP #define IOMANIP #include <iomanip> #endif //void Col是原Console_List的核心功能,使用了Linux控制台的指令 void Col(unsigned ColN = NULL, bool Under_Line = false);//设置自定义行的背景颜色 //物品类 class CONSOLE { public: explicit CONSOLE(std::string Name = "UNdefined", unsigned Space = 0x171109, void(*FunC)() = NULL); void Display(int Depth = 0, unsigned Def_Col = 0x71, unsigned Real_Sel = 0x75); void MainLoop(); void Append_Item(std::string New_Item, unsigned Col, void(*FunC)(), int Depth = 0, int* Ids = 0); private: bool Insert_Action(int* Action_Num, bool* Action_Bol, size_t List_Size); CONSOLE* Locate(int Target = 0); std::string Name; int Selector; int Page; bool Is_Selected; bool Is_Funcwork; std::vector<CONSOLE>SonList; void (*Func)(); unsigned SSpace;// { 0x171109 }选项和标题的空格数 AA-BB-CC AA左空格 BB右空格 CC页面物品限制数量 }; #endif TANXL_CONSOLE_LIST.CPP VERSION_1_5 #include "TANXL_CONSOLE_LIST.h" //void Col是原Console_List的核心功能,使用了Linux控制台的指令 void Col(unsigned ColN, bool Under_Line)//设置自定义行的背景颜色 { if (ColN == NULL)std::cout << "\033[0m";//清除颜色 else { if (Under_Line == true) std::cout << "\033[7m"; std::cout << "\033[4;1;m"; if (((ColN & 0xf0) >> 4) > 0 && ((ColN & 0xf0) >> 4) <= 7) std::cout << "\033[3" << ((ColN & 0xf0) >> 4) << "m"; else if ((ColN & 0xf0) >> 4 == 0);//值为0不作修改 else//字体颜色: 1红色 2绿色 3橙色 4蓝色 5紫色 6淡蓝 7白色 std::cout << "\033[3" << rand() % 7 + 1 << "m"; if ((ColN & 0x0f) > 0 && ((ColN & 0x0f) <= 7)) std::cout << "\033[4" << (ColN & 0x0f) << "m"; else if ((ColN & 0x0f) == 0);//值为0不作修改 else//背景颜色: 1红色 2绿色 3橙色 4蓝色 5紫色 6淡蓝 7白色 std::cout << "\033[4" << rand() % 7 + 1 << "m"; } } //构造函数 CONSOLE::CONSOLE(std::string NamE, unsigned Space, void(*FunC)()) :Selector(0), Is_Selected(false), SonList(NULL), SSpace(Space), Func(FunC), Is_Funcwork(true), Name(NamE),Page(0) { if (Func == NULL) Is_Funcwork = false; } //添加函数 void CONSOLE::Append_Item(std::string New_Item, unsigned Col, void (*FunC)(), int Depth, int* Ids) { if (Depth == 0) SonList.push_back(CONSOLE(New_Item, Col, FunC)); else { CONSOLE* CP{ this }; for (int i = 0; i < Depth; i++) CP = &CP->SonList.at(Ids[i]); CP->SonList.push_back(CONSOLE(New_Item, Col, FunC)); } } void CONSOLE::Display(int Depth, unsigned Def_Col, unsigned Real_Sel) { Col(); bool Is_Line_Need{ false }; Page = this->Selector / (SSpace & 0x00ff); for (int i = Page * (SSpace & 0x00ff); i < SonList.size() && i < (Page+1)*(SSpace & 0x00ff); i++) { for (int j = Depth; j > 0; j--) std::cout << "\t"; if (i == Selector) Col(Real_Sel); else Col(Def_Col); std::cout << std::setw((SSpace & 0xff0000) >> 16) << SonList.at(i).Name << std::setw((SSpace & 0x00ff00) >> 8) << " " << std::endl; Col(); if (SonList.at(i).SonList.size() == 0 && this->Is_Selected == true && this->Selector == i)//在包含子项目为0时自动退出 { if (SonList.at(i).Is_Funcwork) SonList.at(i).Func(); this->Is_Selected = false; } if (SonList.at(i).SonList.size() != 0 && this->Is_Selected == true && this->Selector == i) { std::cout << std::endl; this->SonList.at(i).Display(Depth + 1, (Def_Col & 0x0f) * 16 + (Def_Col & 0xf0) / 16, Real_Sel); Is_Line_Need = 1; } if (!Is_Line_Need) std::cout << std::endl; if (Is_Line_Need) Is_Line_Need = false; Col(); } } void CONSOLE::MainLoop()//主循环 { bool Insert{ true }; bool Cover{ false }; int* Action_Num { &Locate()->Selector}; bool* Action_Bol{ &Locate()->Is_Selected }; size_t List_Size{ Locate()->SonList.size() }; while (1) { system("cls"); this->Display(); if (!Cover) { Action_Num = &Locate()->Selector; Action_Bol = &Locate()->Is_Selected; List_Size = Locate()->SonList.size(); } else Cover = false; if (!Insert) { Action_Num = &Locate(-1)->Selector; Action_Bol = &Locate(-1)->Is_Selected; List_Size = Locate(-1)->SonList.size(); Locate(-1)->Is_Selected = false; Insert = true; Cover = true; continue; } Insert = Insert_Action(Action_Num, Action_Bol, List_Size); } } bool CONSOLE::Insert_Action(int* Action_Num, bool* Action_Bol, size_t List_Size) { char key = _getch(); if (key == 'c' || key == 'C')//如果输入了大小写的C则返回上一级 { *Action_Bol = false; return false; } if (static_cast<int>(key - 48) >= 0 && static_cast<int>(key - 48) <= 9)//判断是否是从零到九的数字 { if (static_cast<int>(key - 48) <= static_cast<int>(List_Size))//如果是,且小于等于选项总数则直接指定这个选项 *Action_Num = static_cast<int>(key - 48) - 1; else *Action_Num = static_cast<int>(List_Size) - 1;//如果超出了最大值,则指向最大值 *Action_Bol = true; } else if (key == 'w' || key == 'W' || key == 72)//如果输入了大小写的W或者上箭头,则执行MoveUp函数 *Action_Num = *Action_Num == 0 ? static_cast<int>(List_Size) - 1 : -- * Action_Num; else if (key == 's' || key == 'S' || key == 80)//如果输入了大小写的S或者下箭头,则执行MoveDown函数 *Action_Num = *Action_Num == static_cast<int>(List_Size) - 1 ? 0 : ++ * Action_Num; else if (key == 'a' || key == 'A' || key == 75)//如果输入了大小写的A或者左箭头,则执行向上翻页函数 *Action_Num = *Action_Num - static_cast<int>(SSpace & 0x0000ff) < 0 ? 0 : *Action_Num - (SSpace & 0x0000ff); else if (key == 'd' || key == 'D' || key == 77)//如果输入了大小写的D或者右箭头,则执行向下翻页函数 *Action_Num = *Action_Num + static_cast<int>(SSpace & 0x0000ff) > static_cast<int>(List_Size) - 1 ? static_cast<int>(List_Size) - 1 : *Action_Num + (SSpace & 0x0000ff); else if (key == '\r')//回车确认 *Action_Bol = true; return true; } CONSOLE* CONSOLE::Locate(int Target) { if (Target == 0) { for (int i = 0; i < SonList.size(); i++) { if (i == Selector && Is_Selected == true) return SonList.at(i).Locate(); } return this; } else { for (int i = 0; i < SonList.size(); i++) { if (i == Selector && Is_Selected == true && SonList.at(i).SonList.size() != 0) if (SonList.at(i).Is_Selected == false) return this; else return SonList.at(i).Locate(-1); } return this; } } Main.CPP(测试用) #include "Tanxl_Console_List.h" void say() { Col(); std::cout << "\t\tDefault Function Called" << std::endl; } int main() { CONSOLE TSM; TSM.Append_Item("数据管理", 0x171109, &say); TSM.Append_Item("添加数据", 0x171109, &say); TSM.Append_Item("查看数据", 0x171109, &say); TSM.Append_Item("修改数据", 0x171109, &say); TSM.Append_Item("退出程序", 0x171109, &say); int a[] = { 2 }; int b[] = { 2,1 }; TSM.Append_Item("数据管理1-", 0x171109, &say, 1, a); TSM.Append_Item("数据管理2-", 0x171109, &say, 1, a); TSM.Append_Item("数据管理3-", 0x171109, &say, 1, a); TSM.Append_Item("数据管理4-", 0x171109, &say, 1, a); TSM.Append_Item("数据管理5-", 0x171109, &say, 1, a); TSM.Append_Item("数据管理6-", 0x171109, &say, 1, a); TSM.Append_Item("数据管理7-", 0x171109, &say, 1, a); TSM.Append_Item("数据管理8-", 0x171109, &say, 1, a); TSM.Append_Item("数据管理9-", 0x171109, &say, 1, a); TSM.Append_Item("数据管理10-", 0x171109, &say, 1, a); TSM.Append_Item("数据管理11-", 0x171109, &say, 1, a); TSM.Append_Item("数据管理2-1", 0x171109, &say, 2, b); TSM.Append_Item("数据管理2-2", 0x171109, &say, 2, b); TSM.Append_Item("数据管理2-3", 0x171109, &say, 2, b); TSM.Append_Item("数据管理2-4", 0x171109, &say, 2, b); TSM.Append_Item("数据管理2-5", 0x171109, &say, 2, b); TSM.Append_Item("数据管理2-6", 0x171109, &say, 2, b); TSM.MainLoop(); return 0; } TANXL_CONSOLE_LIST.H VERSION_1_5+_Final // 加入枚举类型用于颜色设置 使之表现更加直观 enum EFont_Color { FONT_UNDEFINED = 0x00, FONT_COLOR_RED = 0x10, FONT_COLOR_GREEN = 0x20, FONT_COLOR_ORANGE = 0x30, FONT_COLOR_BLUE = 0x40, FONT_COLOR_PURPLE = 0x50, FONT_COLOR_LIGHTBLUE = 0x60, FONT_COLOR_WHITE = 0x70 }; enum EBack_Color { BACK_UNDEFINED = 0x00, BACK_COLOR_RED = 0x01, BACK_COLOR_GREEN = 0x02, BACK_COLOR_ORANGE = 0x03, BACK_COLOR_BLUE = 0x04, BACK_COLOR_PURPLE = 0x05, BACK_COLOR_LIGHTBLUE = 0x06, BACK_COLOR_WHITE = 0x07 }; void Display(int Depth = 0, unsigned Def_Col = 0x71, unsigned Real_Sel = 0x75); //可以改为更直观的 ↓ void Display(int Depth = 0, unsigned Def_Col = FONT_COLOR_WHITE | BACK_COLOR_RED, unsigned Real_Sel = FONT_COLOR_WHITE | BACK_COLOR_PURPLE); Col(0x71); /*等价于*/ Col(FONT_COLOR_WHITE | BACK_COLOR_RED); Col(0x75); /*等价于*/ Col(FONT_COLOR_WHITE | BACK_COLOR_PURPLE); TANXL_CONSOLE_LIST.H VERSION_1_5++_Final

细节调整

#ifndef TANXL_CONSOLE_LIST #define TANXL_CONSOLE_LIST #ifndef IOSTREAM//检查是否已经包含IOSTREAM #define IOSTREAM #include <iostream> #endif #ifndef VECTOR//检查是否已经包含VECTOR #define VECTOR #include <vector> #endif #ifndef CONIO_H//检查是否已经包含CONIO_H #define CONIO_H #include <conio.h> #endif #ifndef IOMANIP//检查是否已经包含IOMANIP #define IOMANIP #include <iomanip> #endif enum EFont_Color { FONT_UNDEFINED = 0x00, FONT_COLOR_RED = 0x10, FONT_COLOR_GREEN = 0x20, FONT_COLOR_ORANGE = 0x30, FONT_COLOR_BLUE = 0x40, FONT_COLOR_PURPLE = 0x50, FONT_COLOR_LIGHTBLUE = 0x60, FONT_COLOR_WHITE = 0x70 }; enum EBack_Color { BACK_UNDEFINED = 0x00, BACK_COLOR_RED = 0x01, BACK_COLOR_GREEN = 0x02, BACK_COLOR_ORANGE = 0x03, BACK_COLOR_BLUE = 0x04, BACK_COLOR_PURPLE = 0x05, BACK_COLOR_LIGHTBLUE = 0x06, BACK_COLOR_WHITE = 0x07 }; //void Col是原Console_List的核心功能,使用了Linux控制台的指令 void Col(unsigned ColN = NULL, bool Under_Line = false);//设置自定义行的背景颜色 //物品类 class CONSOLE { public: explicit CONSOLE(std::string Name = "UNdefined", unsigned Space = 0x171109, void(*FunC)() = NULL); void Display(int Depth = 0, unsigned Def_Col = FONT_COLOR_WHITE | BACK_COLOR_RED, unsigned Real_Sel = FONT_COLOR_WHITE | BACK_COLOR_PURPLE); void MainLoop(unsigned Def_Col = FONT_COLOR_WHITE | BACK_COLOR_RED, unsigned Real_Sel = FONT_COLOR_WHITE | BACK_COLOR_PURPLE); void Append_Item(std::string New_Item, unsigned Space = 0x171109, void(*FunC)() = NULL, int Depth = 0, int* Ids = 0); private: bool Insert_Action(int* Action_Num, bool* Action_Bol, size_t List_Size); CONSOLE* Locate(int Target = 0); std::string Name; int Selector; int Page; bool Is_Selected; bool Is_Funcwork; std::vector<CONSOLE>SonList; void (*Func)(); unsigned SSpace;// { 0x171109 }选项和标题的空格数 AA-BB-CC AA左空格 BB右空格 CC页面物品限制数量 }; #endif TANXL_CONSOLE_LIST.CPP VERSION_1_5++_Final #include "TANXL_CONSOLE_LIST.h" //void Col是原Console_List的核心功能,使用了Linux控制台的指令 void Col(unsigned ColN, bool Under_Line)//设置自定义行的背景颜色 { if (ColN == NULL)std::cout << "\033[0m";//清除颜色 else { if (Under_Line == true) std::cout << "\033[7m"; std::cout << "\033[4;1;m"; if (((ColN & 0xf0) >> 4) > 0 && ((ColN & 0xf0) >> 4) <= 7) std::cout << "\033[3" << ((ColN & 0xf0) >> 4) << "m"; else if ((ColN & 0xf0) >> 4 == 0);//值为0不作修改 else//字体颜色: 1红色 2绿色 3橙色 4蓝色 5紫色 6淡蓝 7白色 std::cout << "\033[3" << rand() % 7 + 1 << "m"; if ((ColN & 0x0f) > 0 && ((ColN & 0x0f) <= 7)) std::cout << "\033[4" << (ColN & 0x0f) << "m"; else if ((ColN & 0x0f) == 0);//值为0不作修改 else//背景颜色: 1红色 2绿色 3橙色 4蓝色 5紫色 6淡蓝 7白色 std::cout << "\033[4" << rand() % 7 + 1 << "m"; } } //构造函数 CONSOLE::CONSOLE(std::string NamE, unsigned Space, void(*FunC)()) :Selector(0), Is_Selected(false), SonList(NULL), SSpace(Space), Func(FunC), Is_Funcwork(true), Name(NamE),Page(0) { if (Func == NULL) Is_Funcwork = false; } //添加函数 void CONSOLE::Append_Item(std::string New_Item, unsigned Space, void (*FunC)(), int Depth, int* Ids) { if (Depth == 0) SonList.push_back(CONSOLE(New_Item, Space, FunC)); else { CONSOLE* CP{ this }; for (int i = 0; i < Depth; i++) CP = &CP->SonList.at(Ids[i]); CP->SonList.push_back(CONSOLE(New_Item, Space, FunC)); } } void CONSOLE::Display(int Depth, unsigned Def_Col, unsigned Real_Sel) { Col(); bool Is_Line_Need{ false }; Page = this->Selector / (SSpace & 0x00ff); for (int i = Page * (SSpace & 0x00ff); i < SonList.size() && i < (Page+1)*(SSpace & 0x00ff); i++) { for (int j = Depth; j > 0; j--) std::cout << "\t"; if (i == Selector) Col(Real_Sel); else Col(Def_Col); std::cout << std::setw((SSpace & 0xff0000) >> 16) << SonList.at(i).Name << std::setw((SSpace & 0x00ff00) >> 8) << " " << std::endl; Col(); if (SonList.at(i).SonList.size() == 0 && this->Is_Selected == true && this->Selector == i)//在包含子项目为0时自动退出 { if (SonList.at(i).Is_Funcwork) SonList.at(i).Func(); this->Is_Selected = false; } if (SonList.at(i).SonList.size() != 0 && this->Is_Selected == true && this->Selector == i) { std::cout << std::endl; this->SonList.at(i).Display(Depth + 1, (Def_Col & 0x0f) * 16 + (Def_Col & 0xf0) / 16, Real_Sel); Is_Line_Need = 1; } if (!Is_Line_Need) std::cout << std::endl; if (Is_Line_Need) Is_Line_Need = false; Col(); } } void CONSOLE::MainLoop(unsigned Def_Col, unsigned Real_Sel) { bool Insert{ true }; bool Cover{ false }; int* Action_Num{ &Locate()->Selector }; bool* Action_Bol{ &Locate()->Is_Selected }; size_t List_Size{ Locate()->SonList.size() }; while (1) { system("cls"); this->Display(); if (!Cover) { Action_Num = &Locate()->Selector; Action_Bol = &Locate()->Is_Selected; List_Size = Locate()->SonList.size(); } else Cover = false; if (!Insert) { Action_Num = &Locate(-1)->Selector; Action_Bol = &Locate(-1)->Is_Selected; List_Size = Locate(-1)->SonList.size(); Locate(-1)->Is_Selected = false; Insert = true; Cover = true; continue; } Insert = Insert_Action(Action_Num, Action_Bol, List_Size); } } bool CONSOLE::Insert_Action(int* Action_Num, bool* Action_Bol, size_t List_Size) { char key = _getch(); if (key == 'c' || key == 'C')//如果输入了大小写的C则返回上一级 { *Action_Bol = false; return false; } if (static_cast<int>(key - 48) >= 0 && static_cast<int>(key - 48) <= 9)//判断是否是从零到九的数字 { if (static_cast<int>(key - 48) <= static_cast<int>(List_Size))//如果是,且小于等于选项总数则直接指定这个选项 *Action_Num = static_cast<int>(key - 48) - 1; else *Action_Num = static_cast<int>(List_Size) - 1;//如果超出了最大值,则指向最大值 *Action_Bol = true; } else if (key == 'w' || key == 'W' || key == 72)//如果输入了大小写的W或者上箭头,则执行MoveUp *Action_Num = *Action_Num == 0 ? static_cast<int>(List_Size) - 1 : -- * Action_Num; else if (key == 's' || key == 'S' || key == 80)//如果输入了大小写的S或者下箭头,则执行MoveDown *Action_Num = *Action_Num == static_cast<int>(List_Size) - 1 ? 0 : ++ * Action_Num; else if (key == 'a' || key == 'A' || key == 75)//如果输入了大小写的A或者左箭头,则执行向上翻页 *Action_Num = *Action_Num - static_cast<int>(SSpace & 0x0000ff) < 0 ? 0 : *Action_Num - (SSpace & 0x0000ff); else if (key == 'd' || key == 'D' || key == 77)//如果输入了大小写的D或者右箭头,则执行向下翻页 *Action_Num = *Action_Num + static_cast<int>(SSpace & 0x0000ff) > static_cast<int>(List_Size) - 1 ? static_cast<int>(List_Size) - 1 : *Action_Num + (SSpace & 0x0000ff); else if (key == '\r')//回车确认 *Action_Bol = true; return true; } CONSOLE* CONSOLE::Locate(int Target) { if (Target == 0) { for (int i = 0; i < SonList.size(); i++) { if (i == Selector && Is_Selected == true) return SonList.at(i).Locate(); } return this; } else { for (int i = 0; i < SonList.size(); i++) { if (i == Selector && Is_Selected == true && SonList.at(i).SonList.size() != 0) if (SonList.at(i).Is_Selected == false) return this; else return SonList.at(i).Locate(-1); } return this; } }

以上为个人经验,希望能给大家一个参考,也希望大家多多支持软件开发网。



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