r3bl_tui 0.7.2

TUI library to build modern apps inspired by React, Elm, with Flexbox, CSS, editor component, emoji support, and more
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
/*
 *   Copyright (c) 2024-2025 R3BL LLC
 *   All rights reserved.
 *
 *   Licensed under the Apache License, Version 2.0 (the "License");
 *   you may not use this file except in compliance with the License.
 *   You may obtain a copy of the License at
 *
 *   http://www.apache.org/licenses/LICENSE-2.0
 *
 *   Unless required by applicable law or agreed to in writing, software
 *   distributed under the License is distributed on an "AS IS" BASIS,
 *   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 *   See the License for the specific language governing permissions and
 *   limitations under the License.
 */

// Enable benchmarking for nightly Rust
#![cfg_attr(test, feature(test))]
// You can get the unicode symbols for the drawings here:
// - <https://symbl.cc/en/unicode/blocks/miscellaneous-symbols-and-arrows/>
// - <https://symbl.cc/en/unicode/blocks/box-drawing/>
// - <https://symbl.cc/en/collections/brackets/>
// - <https://symbl.cc/en/collections/crosses/>

//! # Why R3BL?
//!
//! <img
//! src="https://raw.githubusercontent.com/r3bl-org/r3bl-open-core/main/tui/r3bl-tui.svg?raw=true"
//! height="256px">
//!
//! # Table of contents
//!
//! <!-- TOC -->
//! - [Why R3BL?](#why-r3bl)
//! - [Introduction](#introduction)
//! - [Framework highlights](#framework-highlights)
//! - [Full TUI, Partial TUI, and async
//!   readline](#full-tui-partial-tui-and-async-readline)
//!   - [Partial TUI for simple choice](#partial-tui-for-simple-choice)
//!   - [Partial TUI for REPL](#partial-tui-for-repl)
//!   - [Full TUI for immersive apps](#full-tui-for-immersive-apps)
//!   - [Power via composition](#power-via-composition)
//! - [Changelog](#changelog)
//! - [Learn how these crates are built, provide
//!   feedback](#learn-how-these-crates-are-built-provide-feedback)
//! - [Run the demo locally](#run-the-demo-locally)
//!   - [Prerequisites](#prerequisites)
//!   - [Running examples](#running-examples)
//! - [Nushell scripts to build, run, test etc.](#nushell-scripts-to-build-run-test-etc)
//! - [Examples to get you started](#examples-to-get-you-started)
//!   - [Video of the demo in action](#video-of-the-demo-in-action)
//! - [Layout, rendering, and event handling](#layout-rendering-and-event-handling)
//! - [Architecture overview, is message passing, was shared
//!   memory](#architecture-overview-is-message-passing-was-shared-memory)
//! - [I/O devices for full TUI, choice, and
//!   REPL](#io-devices-for-full-tui-choice-and-repl)
//! - [Life of an input event](#life-of-an-input-event-for-a-full-tui-app)
//! - [Life of a signal (out of band event)](#life-of-a-signal-aka-out-of-band-event)
//! - [The window](#the-window)
//! - [Layout and styling](#layout-and-styling)
//! - [Component registry, event routing, focus
//!   mgmt](#component-registry-event-routing-focus-mgmt)
//! - [Input event specificity](#input-event-specificity)
//! - [Rendering and painting](#rendering-and-painting)
//!   - [Offscreen buffer](#offscreen-buffer)
//!   - [Render pipeline](#render-pipeline)
//!   - [First render](#first-render)
//!   - [Subsequent render](#subsequent-render)
//! - [How does the editor component work?](#how-does-the-editor-component-work)
//! - [Painting the caret](#painting-the-caret)
//! - [How do modal dialog boxes work?](#how-do-modal-dialog-boxes-work)
//!   - [Two callback functions](#two-callback-functions)
//!   - [Dialog HTTP requests and results](#dialog-http-requests-and-results)
//! - [How to make HTTP requests](#how-to-make-http-requests)
//!   - [Custom Markdown parsing and syntax
//!     highlighting](#custom-markdown-parsing-and-syntax-highlighting)
//! - [Grapheme support](#grapheme-support)
//! - [Lolcat support](#lolcat-support)
//! - [Issues and PRs](#issues-and-prs)
//! <!-- /TOC -->
//!
//! # Introduction
//!
//! <!-- R3BL TUI library & suite of apps focused on developer productivity -->
//!
//! <span style="color:#FD2F53">R</span><span style="color:#FC2C57">3</span><span
//! style="color:#FB295B">B</span><span style="color:#FA265F">L</span><span
//! style="color:#F92363"> </span><span style="color:#F82067">T</span><span
//! style="color:#F61D6B">U</span><span style="color:#F51A6F">I</span><span
//! style="color:#F31874"> </span><span style="color:#F11678">l</span><span
//! style="color:#EF137C">i</span><span style="color:#ED1180">b</span><span
//! style="color:#EB0F84">r</span><span style="color:#E90D89">a</span><span
//! style="color:#E60B8D">r</span><span style="color:#E40A91">y</span><span
//! style="color:#E10895"> </span><span style="color:#DE0799">a</span><span
//! style="color:#DB069E">l</span><span style="color:#D804A2">l</span><span
//! style="color:#D503A6">o</span><span style="color:#D203AA">w</span><span
//! style="color:#CF02AE">s</span><span style="color:#CB01B2"> </span><span
//! style="color:#C801B6">y</span><span style="color:#C501B9">o</span><span
//! style="color:#C101BD">u</span><span style="color:#BD01C1"> </span><span
//! style="color:#BA01C4">t</span><span style="color:#B601C8">o</span><span
//! style="color:#B201CB"> </span><span style="color:#AE02CF">c</span><span
//! style="color:#AA03D2">r</span><span style="color:#A603D5">e</span><span
//! style="color:#A204D8">a</span><span style="color:#9E06DB">t</span><span
//! style="color:#9A07DE">e</span><span style="color:#9608E1"> </span><span
//! style="color:#910AE3">a</span><span style="color:#8D0BE6">p</span><span
//! style="color:#890DE8">p</span><span style="color:#850FEB">s</span><span
//! style="color:#8111ED"> </span><span style="color:#7C13EF">t</span><span
//! style="color:#7815F1">o</span><span style="color:#7418F3"> </span><span
//! style="color:#701AF5">e</span><span style="color:#6B1DF6">n</span><span
//! style="color:#6720F8">h</span><span style="color:#6322F9">a</span><span
//! style="color:#5F25FA">n</span><span style="color:#5B28FB">c</span><span
//! style="color:#572CFC">e</span><span style="color:#532FFD"> </span><span
//! style="color:#4F32FD">d</span><span style="color:#4B36FE">e</span><span
//! style="color:#4739FE">v</span><span style="color:#443DFE">e</span><span
//! style="color:#4040FE">l</span><span style="color:#3C44FE">o</span><span
//! style="color:#3948FE">p</span><span style="color:#354CFE">e</span><span
//! style="color:#324FFD">r</span><span style="color:#2E53FD"> </span><span
//! style="color:#2B57FC">p</span><span style="color:#285BFB">r</span><span
//! style="color:#245EFA">o</span><span style="color:#215FF9">d</span><span
//! style="color:#1E63F8">u</span><span style="color:#1A67F7">c</span><span
//! style="color:#176BF6">t</span><span style="color:#136FF5">i</span><span
//! style="color:#1073F4">v</span><span style="color:#0C77F3">i</span><span
//! style="color:#097BF2">t</span><span style="color:#057FF1">y</span>. Please read the
//! main [README.md](https://github.com/r3bl-org/r3bl-open-core/blob/main/README.md) of
//! the `r3bl-open-core` monorepo and workspace to get a better understanding of the
//! context in which this crate is meant to exist.
//!
//! You can build fully async TUI (text user interface) apps with a modern API that brings
//! the best of the web frontend development ideas to TUI apps written in Rust:
//!
//! 1. Reactive & unidirectional data flow architecture from frontend development ([React](https://react.dev/),
//!    [SolidJS](https://www.solidjs.com/), [Elm](https://guide.elm-lang.org/architecture/),
//!    [iced-rs](https://docs.rs/iced/latest/iced/), [Jetpack Compose](https://developer.android.com/compose)).
//! 2. [Responsive design](https://developer.mozilla.org/en-US/docs/Learn/CSS/CSS_layout/Responsive_Design)
//!    with [CSS](https://www.w3.org/TR/CSS/#css), [flexbox](https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_flexible_box_layout/Basic_concepts_of_flexbox)
//!    like concepts.
//! 3. [Declarative style](https://ui.dev/imperative-vs-declarative-programming) of
//!    expressing styling and layouts.
//!
//! And since this is using Rust and [Tokio](https://crates.io/crates/tokio) you get the
//! advantages of concurrency and parallelism built-in. No more blocking the main thread
//! for user input, for async middleware, or even rendering ๐ŸŽ‰.
//!
//! This framework is [loosely coupled and strongly
//! coherent](https://developerlife.com/2015/11/05/loosely-coupled-strongly-coherent/)
//! meaning that you can pick and choose whatever pieces you would like to use without
//! having the cognitive load of having to grok all the things in the codebase. Its more
//! like a collection of mostly independent modules that work well with each other, but
//! know very little about each other.
//!
//! This is the main crate that contains the core functionality for building TUI apps. It
//! allows you to build apps that range from "full" TUI to "partial" TUI, and everything
//! in the middle.
//!
//! Here are some videos that you can watch to get a better understanding of TTY
//! programming.
//!
//! - [Build with Naz: TTY playlist](https://www.youtube.com/playlist?list=PLofhE49PEwmw3MKOU1Kn3xbP4FRQR4Mb3)
//! - [Build with Naz: async readline](https://www.youtube.com/playlist?list=PLofhE49PEwmwelPkhfiqdFQ9IXnmGdnSE)
//!
//! # Framework highlights
//!
//! Here are some highlights of this library:
//!
//! - It works over SSH without flickering, since it uses double buffering to paint the
//!   UI, and diffs the output of renders, to only paint the parts of the screen that
//!   changed.
//! - It automatically detects terminal capabilities and gracefully degrades to the lowest
//!   common denominator.
//! - Uses very few dependencies. Almost all the code required for the core functionality
//!   is written in Rust in this crate. This ensures that over time, as open source
//!   projects get unfunded, and abandoned, there's minimized risk of this crate being
//!   affected. Any dependencies that are used are well maintained and supported.
//! - It is a modern & easy to use and approachable API that is inspired by React, JSX,
//!   CSS, Elm. Lots of components and things are provided for you so you don't have to
//!   build them from scratch. This is a full featured component library including:
//!   - Elm like architecture with unidirectional data flow. The state is mutable. Async
//!     middleware functions are supported, and they communicate with the main thread and
//!     the [App] using an async `tokio::mpsc` channel and signals.
//!   - CSS like declarative styling engine.
//!   - CSS like flexbox like declarative layout engine which is fully responsive. You can
//!     resize your terminal window and everything will be laid out correctly.
//!   - A terminal independent underlying rendering and painting engine (can use crossterm
//!     or termion or whatever you want).
//!   - Markdown text editor with syntax highlighting support, metadata (tags, title,
//!     author, date), smart lists. This uses a custom Markdown parser and custom syntax
//!     highlighter. Syntax highlighting for code blocks is provided by the syntect crate.
//!   - Modal dialog boxes. And autocompletion dialog boxes.
//!   - Lolcat (color gradients) implementation with a rainbow color-wheel palette. All
//!     the color output is sensitive to the capabilities of the terminal. Colors are
//!     gracefully downgraded from truecolor, to ANSI256, to grayscale.
//!   - Support for Unicode grapheme clusters in strings. You can safely use emojis, and
//!     other Unicode characters in your TUI apps.
//!   - Support for mouse events.
//! - The entire TUI framework itself supports concurrency & parallelism (user input,
//!   rendering, etc. are generally non blocking).
//! - It is fast! There are no needless re-renders, or flickering. Animations and color
//!   changes are smooth (check this out for yourself by running the examples). You can
//!   even build your TUI in layers (like z-order in a browser's DOM).
//!
//! # Full TUI, Partial TUI, and async readline
//!
//! This crate allows you to build apps that range from "full" TUI to "partial" TUI, and
//! everything in the middle. Here are some videos that you can watch to get a better
//! understanding of TTY programming.
//!
//! - [Build with Naz: TTY playlist](https://www.youtube.com/playlist?list=PLofhE49PEwmw3MKOU1Kn3xbP4FRQR4Mb3)
//! - [Build with Naz: async readline](https://www.youtube.com/playlist?list=PLofhE49PEwmwelPkhfiqdFQ9IXnmGdnSE)
//!
//! ## Partial TUI for simple choice
//!
//! [`mod@readline_async::choose_api`] allows you to build less interactive apps that ask
//! a user user to make choices from a list of options and then use a decision tree to
//! perform actions.
//!
//! An example of this is this "Partial TUI" app `giti` in the
//! [`r3bl-cmdr`](https://github.com/r3bl-org/r3bl-open-core/tree/main/cmdr) crate. You
//! can install & run this with the following command:
//!
//! ```sh
//! cargo install r3bl-cmdr
//! giti
//! ```
//!
//! ## Partial TUI for REPL
//!
//! [`mod@readline_async::readline_async_api`] gives you the ability to easily ask for
//! user input in a line editor. You can customize the prompt, and other behaviors, like
//! input history.
//!
//! Using this, you can build your own async shell programs using "async readline &
//! stdout". Use advanced features like showing indeterminate progress spinners, and even
//! write to stdout in an async manner, without clobbering the prompt / async readline, or
//! the spinner. When the spinner is active, it pauses output to stdout, and resumes it
//! when the spinner is stopped.
//!
//! An example of this is this "Partial TUI" app `giti` in the
//! [`r3bl-cmdr`](https://github.com/r3bl-org/r3bl-open-core/tree/main/cmdr) crate. You
//! can install & run this with the following command:
//!
//! ```sh
//! cargo install r3bl-cmdr
//! giti
//! ```
//!
//! Here are other examples of this:
//!
//! 1. <https://github.com/nazmulidris/rust-scratch/tree/main/tcp-api-server>
//! 2. <https://github.com/r3bl-org/r3bl-open-core/tree/main/tui/examples>
//! ## Full TUI for immersive apps
//!
//! **The bulk of this document is about this**. [`mod@tui::terminal_window_api`] gives
//! you "raw mode", "alternate screen" and "full screen" support, while being totally
//! async. An example of this is the "Full TUI" app `edi` in the
//! [`r3bl-cmdr`](https://github.com/r3bl-org/r3bl-open-core/tree/main/cmdr) crate. You
//! can install & run this with the following command:
//!
//! ```sh
//! cargo install r3bl-cmdr
//! edi
//! ```
//!
//! ## Power via composition
//!
//! You can mix and match "Full TUI" with "Partial TUI" to build for whatever use case you
//! need. `r3bl_tui` allows you to create application state that can be moved between
//! various "applets", where each "applet" can be "Full TUI" or "Partial TUI".//!
//!
//! # Changelog
//!
//! Please check out the
//! [changelog](https://github.com/r3bl-org/r3bl-open-core/blob/main/CHANGELOG.md#r3bl_tui)
//! to see how the library has evolved over time.
//!
//! # Learn how these crates are built, provide feedback
//!
//! To learn how we built this crate, please take a look at the following resources.
//! - If you like consuming video content, here's our [YT channel](https://www.youtube.com/@developerlifecom).
//!   Please consider [subscribing](https://www.youtube.com/channel/CHANNEL_ID?sub_confirmation=1).
//! - If you like consuming written content, here's our developer [site](https://developerlife.com/).
//! - If you have questions, please join our [discord server](https://discord.gg/8M2ePAevaM).
//!
//! # Run the demo locally
//!
//! Once you've cloned [the repo](https://github.com/r3bl-org/r3bl-open-core) to a folder
//! on your computer, follow these steps:
//!
//! ## Prerequisites
//!
//! First, install the required development tools:
//!
//! ```sh
//! # From the repository root, install system tools (rustup, perf, nushell)
//! ./setup-dev-tools.sh
//!
//! # Then install Rust development tools (flamegraph, inferno, etc.)
//! nu run.nu install-cargo-tools
//! ```
//!
//! The `setup-dev-tools.sh` script installs:
//! - **rustup**: Rust toolchain manager
//! - **perf**: Linux profiling tool (required for flamegraph profiling)
//! - **nushell**: Modern shell used for build scripts
//!
//! The `install-cargo-tools` command installs various Rust development tools including:
//! - **flamegraph**: For generating performance flamegraphs
//! - **inferno**: For collapsed stack analysis
//! - And other useful development utilities
//!
//! ## Running examples
//!
//! After setup, you can run the examples you see in the video with the following
//! commands:
//!
//! ```sh
//! cd tui/examples
//! cargo run --release --example demo -- --no-log
//! ```
//!
//! These examples cover the entire surface area of the TUI API. You can also take a look
//! at the tests in the source (`tui/src/`) as well. A single
//! [`nushell`](https://www.nushell.sh/) script `run.nu` in **the `tui` sub folder** in
//! the repo allows you to easily build, run, test, and do so much more with the repo.
//!
//! > The `run.nu` script works on Linux, macOS, and Windows. On Linux and macOS, you can
//! > simply run `./run.nu` instead of `nu run.nu`.
//!
//! # Nushell scripts to build, run, test etc.
//!
//! Typically in the `tui` sub folder of the repo, you will run the following commands,
//! each in a separate terminal window or pane.
//!
//! ```sh
//! # Terminal 1, run this first. This will watch for log output.
//! cd tui
//! nu run.nu log
//! ```
//!
//! ```sh
//! # Terminal 2, run this second. This will run the examples with logging enabled.
//! cd tui
//! nu run.nu release-examples
//! ```
//!
//! | Command                                | Description                                       |
//! | -------------------------------------- | ------------------------------------------------- |
//! | `nu run.nu log`                           | View the log output. This [video](https://youtu.be/Sy26IMkOEiM) has a walkthrough of how to use this. |
//! | `nu run.nu examples`                      | Run all the examples, with logging                    |
//! | `nu run.nu release-examples`              | Run all the examples with the release binary, with logging |
//! | `nu run.nu release-examples-no-log`       | Run all the examples with the release binary, no logging   |
//! | `nu run.nu help`                          | See all the commands you can pass to the `run` script |
//! | `nu run.nu examples-with-flamegraph-profiling` | This will run the examples and generate a flamegraph at the end so you can see profile the performance of the app. This [video](https://www.youtube.com/watch?v=Sy26IMkOEiM) has a walkthrough of how to use this |
//! | `nu run.nu build`                         | Build                                             |
//! | `nu run.nu clean`                         | Clean                                             |
//! | `nu run.nu test`                          | Run tests                                         |
//! | `nu run.nu clippy`                        | Run clippy                                        |
//! | `nu run.nu docs`                          | Build docs                                        |
//! | `nu run.nu serve-docs`                    | Serve docs over `VSCode` Remote SSH session         |
//! | `nu run.nu rustfmt`                       | Run rustfmt                                       |
//!
//! The following commands will watch for changes in the source folder and re-run:
//!
//! | Command                                             | Description                        |
//! | --------------------------------------------------- | ---------------------------------- |
//! | `nu run.nu watch-all-tests`                            | Watch all test                     |
//! | `nu run.nu watch-one-test <test_name>`                 | Watch one test                     |
//! | `nu run.nu watch-clippy`                               | Watch clippy                       |
//! | `nu run.nu watch-macro-expansion-one-test <test_name>` | Watch macro expansion for one test |
//!
//! There's also a `run.nu` script at the **top level folder** of the repo. It is intended
//! to be used in a CI/CD environment with all the required arguments supplied or in
//! interactive mode, where the user will be prompted for input.
//!
//! | Command                       | Description                        |
//! | ----------------------------- | ---------------------------------- |
//! | `nu run.nu all`                  | Run all the tests, linting, formatting, etc. in one go. Used in CI/CD |
//! | `nu run.nu build-full`           | This will build all the crates in the Rust workspace. And it will install all the required pre-requisite tools needed to work with this crate (what `install-cargo-tools` does) and clear the cargo cache, cleaning, and then do a really clean build. |
//! | `nu run.nu install-cargo-tools`  | This will install all the required pre-requisite tools needed to work with this crate (things like `cargo-deny`, `flamegraph` will all be installed in one go) |
//! | `nu run.nu check-licenses`       | Use `cargo-deny` to audit all licenses used in the Rust workspace |
//!
//! # Examples to get you started
//!
//! <!-- How to upload video: https://stackoverflow.com/a/68269430/2085356 -->
//!
//! ## Video of the demo in action
//!
//! ![video-gif](https://user-images.githubusercontent.com/2966499/233799311-210b887e-0aa6-470a-bcea-ee8e0e3eb019.gif)
//!
//! Here's a video of a prototype of [R3BL CMDR](https://github.com/r3bl-org/r3bl-cmdr)
//! app built using this TUI engine.
//!
//! ![rc](https://user-images.githubusercontent.com/2966499/234949476-98ad595a-3b72-497f-8056-84b6acda80e2.gif)
//!
//! # Layout, rendering, and event handling
//!
//! The current render pipeline flow is:
//! 1. Input Event โ†’ State generation โ†’ `App` renders to `RenderOps`
//! 2. `RenderOps` โ†’ Rendered to `OffscreenBuffer` (`PixelChar` grid)
//! 3. `OffscreenBuffer` โ†’ Diffed with previous buffer โ†’ Generate diff chunks
//! 4. Diff chunks โ†’ Converted back to `RenderOps` for painting
//! 5. `RenderOps` execution โ†’ Each op routed through crossterm backend
//! 6. Crossterm โ†’ Converts to ANSI escape sequences โ†’ Queued to stdout โ†’ Flushed
//!
//! ```text
//! โ•ญโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฎ
//! โ”‚                                               โ”‚
//! โ”‚  main.rs                                      โ”‚
//! โ”‚                          โ•ญโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฎ โ”‚
//! โ”‚  GlobalData โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€>โ”‚ window size      โ”‚ โ”‚
//! โ”‚  HasFocus                โ”‚ offscreen buffer โ”‚ โ”‚
//! โ”‚  ComponentRegistryMap    โ”‚ state            โ”‚ โ”‚
//! โ”‚  App & Component(s)      โ”‚ channel sender   โ”‚ โ”‚
//! โ”‚                          โ•ฐโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฏ โ”‚
//! โ”‚                                               โ”‚
//! โ•ฐโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฏ
//! ```
//! <!-- https://asciiflow.com/#/share/eJzNkE0KwjAQha9SZiEK4kIUsTtR1I0b19mMdaqFdFKSFK0iXkI8jHgaT2JcqPUHoS7E4REmJN97k6yBMSbwOZWyChIz0uDDWsBSgN9utKoCMtfVW03XWVpatxFw2h3%2FVkKwW73ClUNjjLimzTfo51tfKx8xkGqCsocWC1ruDxd%2BEfFULTwTreg2V95%2BiKavgvTd6y%2FnKgxNoIl4O0nDkPQz3lVxopjYjmkWGauzESY53Fi0tL3Wa3onSbzS3aRsKg%2FpwRyZSXqGeOqyX%2FAffH%2FRuqF%2FKwEb2JwB17oGMg%3D%3D) -->
//!
//! - The main struct for building a TUI app is your struct which implements the [App]
//!   trait.
//! - The main event loop takes an [App] trait object and starts listening for input
//!   events. It enters raw mode, and paints to an alternate screen buffer, leaving your
//!   original scroll back buffer and history intact. When you `request_shutdown` this TUI
//!   app, it will return your terminal to where you'd left off.
//! - The [`main_event_loop`] is where many global structs live which are shared across
//!   the lifetime of your app. These include the following:
//!   - [`HasFocus`]
//!   - [`ComponentRegistryMap`]
//!   - [`GlobalData`] which contains the following
//!     - Global application state. This is mutable. Whenever an input event or signal is
//!       processed the entire [App] gets re-rendered. This is the unidirectional data
//!       flow architecture inspired by React and Elm.
//! - Your [App] trait impl is the main entry point for laying out the entire application.
//!   Before the first render, the [App] is initialized (via a call to [`App::app_init`]),
//!   and is responsible for creating all the [Component]s that it uses, and saving them
//!   to the [`ComponentRegistryMap`].
//!   - State is stored in many places. Globally at the [`GlobalData`] level, and also in
//!     [App], and also in [Component].
//! - This sets everything up so that [`App::app_render`],
//!   [`App::app_handle_input_event`], and [`App::app_handle_signal`] can be called at a
//!   later time.
//! - The [`App::app_render`] method is responsible for creating the layout by using
//!   [Surface] and [`FlexBox`] to arrange whatever [Component]'s are in the
//!   [`ComponentRegistryMap`].
//! - The [`App::app_handle_input_event`] method is responsible for handling events that
//!   are sent to the [App] trait when user input is detected from the keyboard or mouse.
//!   Similarly the [`App::app_handle_signal`] deals with signals that are sent from
//!   background threads (Tokio tasks) to the main thread, which then get routed to the
//!   [App] trait object. Typically this will then get routed to the [Component] that
//!   currently has focus.
//!
//! # Architecture overview, is message passing, was shared memory
//!
//! Versions of this crate <= `0.3.10` used shared memory to communicate between the
//! background threads and the main thread. This was done using the async `Arc<RwLock<T>>`
//! from tokio. The state storage, mutation, subscription (on change handlers) were all
//! managed by the
//! [`r3bl_redux`](https://github.com/r3bl-org/r3bl-open-core-archive/tree/main/redux)
//! crate. The use of the Redux pattern, inspired by React, brought with it a lot of
//! overhead both mentally and in terms of performance (since state changes needed to be
//! cloned every time a change was made, and `memcpy` or `clone` is expensive).
//!
//! Versions > `0.3.10` use message passing to communicate between the background threads
//! using the `tokio::mpsc` channel (also async). This is a much easier and more
//! performant model given the nature of the engine and the use cases it has to handle. It
//! also has the benefit of providing an easy way to attach protocol servers in the future
//! over various transport layers (eg: TCP, IPC, etc.); these protocol servers can be used
//! to manage a connection between a process running the engine, and other processes
//! running on the same host or on other hosts, in order to handle use cases like
//! synchronizing rendered output, or state.
//!
//! > Here are some papers outlining the differences between message passing and shared
//! > memory for communication between threads.
//! >
//! > 1. <https://rits.github-pages.ucl.ac.uk/intro-hpchtc/morea/lesson2/reading4.html>
//! > 2. <https://www.javatpoint.com/shared-memory-vs-message-passing-in-operating-system>
//!
//! # I/O devices for full TUI, choice, and REPL
//!
//! [Dependency injection](https://developerlife.com/category/DI) is used to inject the
//! required resources into the `main_event_loop` function. This allows for easy testing
//! and for modularity and extensibility in the codebase. The `r3bl_terminal_async` crate
//! shares the same infrastructure for input and output devices. In fact the
//! [`crate::InputDevice`] and [`crate::OutputDevice`] structs are in the `r3bl_core`
//! crate.
//!
//! 1. The advantage of this approach is that for testing, test fixtures can be used to
//!    perform end-to-end testing of the TUI.
//! 2. This also facilitates some other interesting capabilities, such as preserving all
//!    the state for an application and make it span multiple applets (smaller apps, and
//!    their components). This makes the entire UI composable, and removes the monolithic
//!    approaches to building complex UI and large apps that may consist of many reusable
//!    components and applets.
//! 3. It is easy to swap out implementations of input and output devices away from
//!    `stdin` and `stdout` while preserving all the existing code and functionality. This
//!    can produce some interesting headless apps in the future, where the UI might be
//!    delegated to a window using [eGUI](https://github.com/emilk/egui) or
//!    [iced-rs](https://iced.rs/) or [wgpu](https://wgpu.rs/).
//!
//! # Life of an input event for a Full TUI app
//!
//! There is a clear separation of concerns in this library. To illustrate what goes
//! where, and how things work let's look at an example that puts the main event loop
//! front and center & deals with how the system handles an input event (key press or
//! mouse).
//!
//! - The diagram below shows an app that has 3 [Component]s for (flexbox like) layout &
//!   (CSS like) styling.
//! - Let's say that you run this app (by hypothetically executing `cargo run`).
//! - And then you click or type something in the terminal window that you're running this
//!   app in.
//!
//! ```text
//! โ•ญโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฎ
//! โ”‚In band input event                                                      โ”‚
//! โ”‚                                                                         โ”‚
//! โ”‚  Input โ”€โ”€> [TerminalWindow]                                             โ”‚
//! โ”‚  Event          โŽซ      โ”‚                                                โ”‚
//! โ”‚                 โ”‚      โŽฉ                  [ComponentRegistryMap] stores โ”‚
//! โ”‚                 โ”‚    [App]โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€> [Component]s at 1st render    โ”‚
//! โ”‚                 โ”‚      โ”‚                                                โ”‚
//! โ”‚                 โ”‚      โ”‚                                                โ”‚
//! โ”‚                 โ”‚      โ”‚          โ•ญโ”€โ”€โ”€โ”€โ”€โ”€> id=1 has focus               โ”‚
//! โ”‚                 โ”‚      โ”‚          โ”‚                                     โ”‚
//! โ”‚                 โ”‚      โ”œโ”€โ”€> [Component] id=1 โ”€โ”€โ”€โ”€โ”€โ•ฎ                     โ”‚
//! โ”‚                 โ”‚      โ”‚                          โ”‚                     โ”‚
//! โ”‚                 โ”‚      โ•ฐโ”€โ”€> [Component] id=2      โ”‚                     โ”‚
//! โ”‚                 โ”‚                                 โ”‚                     โ”‚
//! โ”‚          default handler                          โ”‚                     โ”‚
//! โ”‚                 โŽซ                                 โ”‚                     โ”‚
//! โ”‚                 โ•ฐโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฏ                     โ”‚
//! โ”‚                                                                         โ”‚
//! โ•ฐโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฏ
//!
//! โ•ญโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฎ
//! โ”‚Out of band app signal                                      โ”‚
//! โ”‚                                                            โ”‚
//! โ”‚  App                                                       โ”‚
//! โ”‚  Signal โ”€โ”€> [App]                                          โ”‚
//! โ”‚               โŽซ                                            โ”‚
//! โ”‚               โ”‚                                            โ”‚
//! โ”‚               โ•ฐโ”€โ”€โ”€โ”€โ”€โ”€> Update state                        โ”‚
//! โ”‚                        main thread rerender                โ”‚
//! โ”‚                               โŽซ                            โ”‚
//! โ”‚                               โ”‚                            โ”‚
//! โ”‚                               โ•ฐโ”€โ”€โ”€โ”€โ”€>[App]                 โ”‚
//! โ”‚                                        โŽซ                   โ”‚
//! โ”‚                                        โ•ฐโ”€โ”€โ”€โ”€> [Component]s โ”‚
//! โ”‚                                                            โ”‚
//! โ•ฐโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฏ
//! ```
//! <!-- https://asciiflow.com/#/share/eJzdls9OwjAcx1%2Fll565wEEiiQdjPHAwJv6JB7ZDtQWabF3TdgohZC9h9iAeiU%2FDk1gcY8AAXbdh5JdfmkGbT7%2Ff7te1E8SxT1GHh57XQB4eU4k6aOKgkYM65%2B2zhoPG5qnVbpsnTUfa%2FHDQ%2FP3z5NNxuGm7HJ4xJ8C4CDXQV8o12MUKGWVhicohAbrf%2Bpbi4xn0Hqj0GcfeE%2BMkeHOtwdeblufxx2pIGb35npS%2FA9u7CnwRcCPkjg6Y0nJ8g4ULSgeSqh%2BxUe9SCLdwBcSzbFpXAdbQVBok5YTKX7upaZGOgN23KMDIRROGWEE%2FeAlVBdNUqX9tA2QvL5Gcd1NmooNCa3HQKo8%2FEEWwhPZx6GlTBJx4y81QGpr2pN%2BXirRmPcfJosKsY4U8%2BTQ2k%2FxzJWUsmPbWnNBBP7lPYCFAsYE5oAu%2B7kpqBsAcieUh94mBpc3FJ2tx0lqhtv%2B3VFQTZkfGs0dBsKaR0qYtDE3Dx4xHeigpJpGka7eLIpBsmJXB2jD5NdtTIEWre89IC8y2vvUrX9W77p%2Bmg6Zo%2BgU42osD) -->
//!
//! Let's trace the journey through the diagram when an input even is generated by the
//! user (eg: a key press, or mouse event). When the app is started via `cargo run` it
//! sets up a main loop, and lays out all the 3 components, sizes, positions, and then
//! paints them. Then it asynchronously listens for input events (no threads are blocked).
//! When the user types something, this input is processed by the main loop of
//! [`TerminalWindow`].
//!
//! 1. The [Component] that is in [`FlexBox`] with `id=1` currently has focus.
//! 2. When an input event comes in from the user (key press or mouse input) it is routed
//!    to the [App] first, before [`TerminalWindow`] looks at the event.
//! 3. The specificity of the event handler in [App] is higher than the default input
//!    handler in [`TerminalWindow`]. Further, the specificity of the [Component] that
//!    currently has focus is the highest. In other words, the input event gets routed by
//!    the [App] to the [Component] that currently has focus ([Component] id=1 in our
//!    example).
//! 4. Since it is not guaranteed that some [Component] will have focus, this input event
//!    can then be handled by [App], and if not, then by [`TerminalWindow`]'s default
//!    handler. If the default handler doesn't process it, then it is simply ignored.
//! 5. In this journey, as the input event is moved between all these different entities,
//!    each entity decides whether it wants to handle the input event or not. If it does,
//!    then it returns an enum indicating that the event has been consumed, else, it
//!    returns an enum that indicates the event should be propagated.
//!
//! An input event is processed by the main thread in the main event loop. This is a
//! synchronous operation and thus it is safe to mutate state directly in this code path.
//! This is why there is no sophisticated locking in place. You can mutate the state
//! directly in
//! - [`App::app_handle_input_event`]
//! - [`Component::handle_event`]
//!
//! # Life of a signal (aka "out of band event")
//!
//! This is great for input events which are generated by the user using their keyboard or
//! mouse. These are all considered "in-band" events or signals, which have no delay or
//! asynchronous behavior. But what about "out of band" signals or events, which do have
//! unknown delays and asynchronous behaviors? These are important to handle as well. For
//! example, if you want to make an HTTP request, you don't want to block the main thread.
//! In these cases you can use a `tokio::mpsc` channel to send a signal from a background
//! thread to the main thread. This is how you can handle "out of band" events or signals.
//!
//! To provide support for these "out of band" events or signals, the [App] trait has a
//! method called [`App::app_handle_signal`]. This is where you can handle signals that
//! are sent from background threads. One of the arguments to this associated function is
//! a `signal`. This signal needs to contain all the data that is needed for a state
//! mutation to occur on the main thread. So the background thread has the responsibility
//! of doing some work (eg: making an HTTP request), getting some information as a result,
//! and then packaging that information into a `signal` and sending it to the main thread.
//! The main thread then handles this signal by calling the [`App::app_handle_signal`]
//! method. This method can then mutate the state of the [App] and return an
//! [`EventPropagation`] enum indicating whether the main thread should repaint the UI or
//! not.
//!
//! So far we have covered what happens when the [App] receives a signal. Who sends this
//! signal? Who actually creates the `tokio::spawn` task that sends this signal? This can
//! happen anywhere in the [App] and [Component]. Any code that has access to
//! [`GlobalData`] can use the [`crate::send_signal`!] macro to send a signal in a
//! background task. However, only the [App] can receive the signal and do something with
//! it, which is usually apply the signal to update the state and then tell the main
//! thread to repaint the UI.
//!
//! Now that we have seen this whirlwind overview of the life of an input event, let's
//! look at the details in each of the sections below.
//!
//! # The window
//!
//! The main building blocks of a TUI app are:
//! 1. [`TerminalWindow`] - You can think of this as the main "window" of the app. All the
//!    content of your app is painted inside of this "window". And the "window"
//!    conceptually maps to the screen that is contained inside your terminal emulator
//!    program (eg: tilix, Terminal.app, etc). Your TUI app will end up taking up 100% of
//!    the screen space of this terminal emulator. It will also enter raw mode, and paint
//!    to an alternate screen buffer, leaving your original scroll back buffer and history
//!    intact. When you `request_shutdown` this TUI app, it will return your terminal to
//!    where you'd left off. You don't write this code, this is something that you use.
//! 2. [App] - This is where you write your code. You pass in a [App] to the
//!    [`TerminalWindow`] to bootstrap your TUI app. You can just use [App] to build your
//!    app, if it is a simple one & you don't really need any sophisticated layout or
//!    styling. But if you want layout and styling, now we have to deal with [`FlexBox`],
//!    [Component], and [`crate::TuiStyle`].
//!
//! # Layout and styling
//!
//! Inside of your [App] if you want to use flexbox like layout and CSS like styling you
//! can think of composing your code in the following way:
//!
//! 1. [App] is like a box or container. You can attach styles and an id here. The id has
//!    to be unique, and you can reference as many styles as you want from your
//!    stylesheet. Yes, cascading styles are supported! ๐Ÿ‘ You can put boxes inside of
//!    boxes. You can make a container box and inside of that you can add other boxes (you
//!    can give them a direction and even relative sizing out of 100%).
//! 2. As you approach the "leaf" nodes of your layout, you will find [Component] trait
//!    objects. These are black boxes which are sized, positioned, and painted _relative_
//!    to their parent box. They get to handle input events and render [`RenderOp`]s into
//!    a [`RenderPipeline`]. This is kind of like virtual DOM in React. This queue of
//!    commands is collected from all the components and ultimately painted to the screen,
//!    for each render! Your app's state is mutable and is stored in the [`GlobalData`]
//!    struct. You can handle out of band events as well using the signal mechanism.
//!
//! # Component registry, event routing, focus mgmt
//!
//! Typically your [App] will look like this:
//!
//! ```
//! #[derive(Default)]
//! pub struct AppMain {
//!   // Might have some app data here as well.
//!   // Or `_phantom: std::marker::PhantomData<(State, AppSignal)>,`
//! }
//! ```
//!
//! As we look at [Component] & [App] more closely we will find a curious thing
//! [`ComponentRegistry`] (that is managed by the [App]). The reason this exists is for
//! input event routing. The input events are routed to the [`Component`] that currently
//! has focus.
//!
//! The [`HasFocus`] struct takes care of this. This provides 2 things:
//!
//! 1. It holds an `id` of a [`FlexBox`] / [`Component`] that has focus.
//! 2. It also holds a map that holds a [`crate::Pos`] for each `id`. This is used to
//!    represent a cursor (whatever that means to your app & component). This cursor is
//!    maintained for each `id`. This allows a separate cursor for each [Component] that
//!    has focus. This is needed to build apps like editors and viewers that maintains a
//!    cursor position between focus switches.
//!
//! Another thing to keep in mind is that the [App] and [`TerminalWindow`] is persistent
//! between re-renders.
//!
//! # Input event specificity
//!
//! [`TerminalWindow`] gives [App] first dibs when it comes to handling input events.
//! [`ComponentRegistry::route_event_to_focused_component`] can be used to route events
//! directly to components that have focus. If it punts handling this event, it will be
//! handled by the default input event handler. And if nothing there matches this event,
//! then it is simply dropped.
//!
//! # Rendering and painting
//!
//! The R3BL TUI engine uses a high performance compositor to render the UI to the
//! terminal. This ensures that only "pixels" that have changed are painted to the
//! terminal. This is done by creating a concept of `PixelChar` which represents a single
//! "pixel" in the terminal screen at a given col and row index position. There are only
//! as many `PixelChar`s as there are rows and cols in a terminal screen. And the index
//! maps directly to the position of the pixel in the terminal screen.
//!
//! ## Offscreen buffer
//!
//! Here is an example of what a single row of rendered output might look like in a row of
//! the `OffscreenBuffer`. This diagram shows each `PixelChar` in `row_index: 1` of the
//! `OffscreenBuffer`. In this example, there are 80 columns in the terminal screen. This
//! actual log output generated by the TUI engine when logging is enabled.
//!
//! ```text
//! row_index: 1
//! 000 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘001 P    'j'โ†’fgโ€bg    002 P    'a'โ†’fgโ€bg    003 P    'l'โ†’fgโ€bg    004 P    'd'โ†’fgโ€bg    005 P    'k'โ†’fgโ€bg
//! 006 P    'f'โ†’fgโ€bg    007 P    'j'โ†’fgโ€bg    008 P    'a'โ†’fgโ€bg    009 P    'l'โ†’fgโ€bg    010 P    'd'โ†’fgโ€bg    011 P    'k'โ†’fgโ€bg
//! 012 P    'f'โ†’fgโ€bg    013 P    'j'โ†’fgโ€bg    014 P    'a'โ†’fgโ€bg    015 P     'โ–’'โ†’rev     016 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘017 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘
//! 018 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘019 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘020 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘021 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘022 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘023 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘
//! 024 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘025 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘026 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘027 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘028 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘029 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘
//! 030 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘031 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘032 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘033 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘034 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘035 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘
//! 036 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘037 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘038 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘039 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘040 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘041 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘
//! 042 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘043 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘044 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘045 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘046 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘047 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘
//! 048 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘049 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘050 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘051 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘052 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘053 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘
//! 054 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘055 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘056 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘057 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘058 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘059 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘
//! 060 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘061 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘062 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘063 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘064 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘065 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘
//! 066 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘067 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘068 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘069 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘070 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘071 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘
//! 072 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘073 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘074 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘075 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘076 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘077 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘
//! 078 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘079 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘080 S โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ•ณโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘spacer [ 0, 16-80 ]
//! ```
//!
//! When `RenderOps` are executed and used to create an `OffscreenBuffer` that maps to the
//! size of the terminal window, clipping is performed automatically. This means that it
//! isn't possible to move the caret outside of the bounds of the viewport (terminal
//! window size). And it isn't possible to paint text that is larger than the size of the
//! offscreen buffer. The buffer really represents the current state of the viewport.
//! Scrolling has to be handled by the component itself (an example of this is the editor
//! component).
//!
//! Each `PixelChar` can be one of 4 things:
//!
//! 1. **Space**. This is just an empty space. There is no flickering in the TUI engine.
//!    When a new offscreen buffer is created, it is fulled with spaces. Then components
//!    paint over the spaces. Then the diffing algorithm only paints over the pixels that
//!    have changed. You don't have to worry about clearing the screen and painting, which
//!    typically will cause flickering in terminals. You also don't have to worry about
//!    printing empty spaces over areas that you would like to clear between renders. All
//!    of this handled by the TUI engine.
//! 2. **Void**. This is a special pixel that is used to indicate that the pixel should be
//!    ignored. It is used to indicate a wide emoji is to the left somewhere. Most
//!    terminals don't support emojis, so there's a discrepancy between the display width
//!    of the character and its index in the string.
//! 3. **Plain text**. This is a normal pixel which wraps a single character that maybe a
//!    grapheme cluster segment. Styling information is encoded in each
//!    `PixelChar::PlainText` and is used to paint the screen via the diffing algorithm
//!    which is smart enough to "stack" styles that appear beside each other for quicker
//!    rendering in terminals.
//!
//! ## Render pipeline
//!
//! The following diagram provides a high level overview of how apps (that contain
//! components, which may contain components, and so on) are rendered to the terminal
//! screen.
//!
//! ```text
//! โ•ญโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฎ
//! โ”‚ Container                        โ”‚
//! โ”‚                                  โ”‚
//! โ”‚ โ•ญโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฎ  โ•ญโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฎ โ”‚
//! โ”‚ โ”‚ Col 1       โ”‚  โ”‚ Col 2       โ”‚ โ”‚
//! โ”‚ โ”‚             โ”‚  โ”‚             โ”‚ โ”‚
//! โ”‚ โ”‚             โ”‚  โ”‚     โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”ผโ”€โ”€โ”€โ”€โŸฉ RenderPipeline โ”€โ”€โ”€โ”€โ”€โ•ฎ
//! โ”‚ โ”‚             โ”‚  โ”‚             โ”‚ โ”‚                          โ”‚
//! โ”‚ โ”‚             โ”‚  โ”‚             โ”‚ โ”‚                          โ”‚
//! โ”‚ โ”‚      โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”ผโ”€โ”€โ”€โ”€โŸฉ RenderPipeline โ”€โ•ฎ   โ”‚
//! โ”‚ โ”‚             โ”‚  โ”‚             โ”‚ โ”‚                      โ”‚   โ”‚
//! โ”‚ โ”‚             โ”‚  โ”‚             โ”‚ โ”‚                      โŽฉ โœš โŽฉ
//! โ”‚ โ”‚             โ”‚  โ”‚             โ”‚ โ”‚       โ•ญโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฎ
//! โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜  โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ”‚       โ”‚                     โ”‚
//! โ”‚                                  โ”‚       โ”‚  OffscreenBuffer    โ”‚
//! โ•ฐโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฏ       โ”‚                     โ”‚
//!                                            โ•ฐโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฏ
//! ```
//! <!-- https://asciiflow.com/#/share/eJyrVspLzE1VssorzcnRUcpJrEwtUrJSqo5RqohRsrK0MNaJUaoEsozMTYGsktSKEiAnRunRlD10QzExeUBSwTk%2FryQxMy%2B1SAEHQCglCBBKSXKJAonKUawBeiBHwRDhAAW4oBGSIKoWNDcrYBUkUgulETFtl0JQal5KalFAZkFqDjAicMYUKS4nJaJoaCgdkjExgUkLH9PK2Gl7FLRBJFWMpUqo0ilL4wpirOIklEg4BP3T0oqTi1JT85xK09IgpR%2FcXLohUv1M2MM49FIhFSjVKtUCAEVNQq0%3D) -->
//!
//! Each component produces a `RenderPipeline`, which is a map of `ZOrder` and
//! `Vec<RenderOps>`. `RenderOps` are the instructions that are grouped together, such as
//! move the caret to a position, set a color, and paint some text.
//!
//! Inside of each `RenderOps` the caret is stateful, meaning that the caret position is
//! remembered after each `RenderOp` is executed. However, once a new `RenderOps` is
//! executed, the caret position reset just for that `RenderOps`. Caret position is not
//! stored globally. You should read more about "atomic paint operations" in the
//! `RenderOp` documentation.
//!
//! Once a set of these `RenderPipeline`s have been generated, typically after the user
//! enters some input event, and that produces a new state which then has to be rendered,
//! they are combined and painted into an `OffscreenBuffer`.
//!
//! ## First render
//!
//! The `paint.rs` file contains the `paint` function, which is the entry point for all
//! rendering. Once the first render occurs, the `OffscreenBuffer` that is generated is
//! saved to `GlobalSharedState`. The following table shows the various tasks that have to
//! be performed in order to render to an `OffscreenBuffer`. There is a different code
//! path that is taken for ANSI text and plain text (which includes `StyledText` which is
//! just plain text with a color). Syntax highlighted text is also just `StyledText`.
//!
//! | UTF-8 | Task                                                                                                    |
//! | ----- | ------------------------------------------------------------------------------------------------------- |
//! | Y     | convert `RenderPipeline` to `List<List<PixelChar>>` (`OffscreenBuffer`)                                 |
//! | Y     | paint each `PixelChar` in `List<List<PixelChar>>` to stdout using `OffscreenBufferPainterImplCrossterm` |
//! | Y     | save the `List<List<PixelChar>>` to `GlobalSharedState`                                                 |
//!
//! Currently only `crossterm` is supported for actually painting to the terminal. But
//! this process is really simple making it very easy to swap out other terminal libraries
//! such as `termion`, or even a GUI backend, or some other custom output driver.
//!
//! ## Subsequent render
//!
//! Since the `OffscreenBuffer` is cached in `GlobalSharedState` a diff to be performed
//! for subsequent renders. And only those diff chunks are painted to the screen. This
//! ensures that there is no flicker when the content of the screen changes. It also
//! minimizes the amount of work that the terminal or terminal emulator has to do put the
//! `PixelChar`s on the screen.
//!
//! # How does the editor component work?
//!
//! The `EditorComponent` struct can hold data in its own memory, in addition to relying
//! on the state.
//!
//! - It has an `EditorEngine` which holds syntax highlighting information, and
//!   configuration options for the editor (such as multiline mode enabled or not, syntax
//!   highlighting enabled or not, etc.). Note that this information lives outside of the
//!   state.
//! - It also implements the `Component<S, AS>` trait.
//! - However, for the reusable editor component we need the data representing the
//!   document being edited to be stored in the state (`EditorBuffer`) and not inside of
//!   the `EditorComponent` itself.
//!   - This is why the state must implement the trait `HasEditorBuffers` which is where
//!     the document data is stored (the key is the id of the flex box in which the editor
//!     component is placed).
//!   - The `EditorBuffer` contains the text content in a `Vec` of `UnicodeString`. Where
//!     each line is represented by a `UnicodeString`. It also contains the scroll offset,
//!     caret position, and file extension for syntax highlighting.
//!
//! In other words,
//!
//! 1. `EditorEngine` -> **This goes in `EditorComponent`**
//!     - Contains the logic to process keypresses and modify an editor buffer.
//! 2. `EditorBuffer` -> **This goes in the `State`**
//!     - Contains the data that represents the document being edited. This contains the
//!       caret (insertion point) position and scroll position. And in the future can
//!       contain lots of other information such as undo / redo history, etc.
//!
//! Here are the connection points with the impl of `Component<S, AS>` in
//! `EditorComponent`:
//!
//! 1. `handle_event(global_data: &mut GlobalData<S, AS>, input_event: InputEvent,
//!    has_focus: &mut HasFocus)`
//!     - Can simply relay the arguments to `EditorEngine::apply(state.editor_buffer,
//!       input_event)` which will return another `EditorBuffer`.
//!     - Return value can be dispatched to the store via an action
//!       `UpdateEditorBuffer(EditorBuffer)`.
//! 2. `render(global_data: &mut GlobalData<S, AS>, current_box: FlexBox, surface_bounds:
//!    SurfaceBounds, has_focus: &mut HasFocus,)`
//!     - Can simply relay the arguments to `EditorEngine::render(state.editor_buffer)`
//!     - Which will return a `RenderPipeline`.
//!
//! # Painting the caret
//!
//! Definitions:
//!
//! 1. **`Caret`** - the block that is visually displayed in a terminal which represents
//!    the insertion point for whatever is in focus. While only one insertion point is
//!    editable for the local user, there may be multiple of them, in which case there has
//!    to be a way to distinguish a local caret from a remote one (this can be done with
//!    bg color).
//!
//! 2. **`Cursor`** - the global "thing" provided in terminals that shows by blinking
//!    usually where the cursor is. This cursor is moved around and then paint operations
//!    are performed on various different areas in a terminal window to paint the output
//!    of render operations.
//!
//! There are two ways of showing cursors which are quite different (each with very
//! different constraints).
//!
//! 1. Using a global terminal cursor (we don't use this).
//!    - Both [termion::cursor](https://docs.rs/termion/1.5.6/termion/cursor/index.html) and
//!      [crossterm::cursor](https://docs.rs/crossterm/0.25.0/crossterm/cursor/index.html)
//!      support this. The cursor has lots of effects like blink, etc.
//!    - The downside is that there is one global cursor for any given terminal window.
//!      And this cursor is constantly moved around in order to paint anything (eg:
//!      `MoveTo(col, row), SetColor, PaintText(...)` sequence).
//!
//! 2. Paint the character at the cursor with the colors inverted (or some other bg color)
//!    giving the visual effect of a cursor.
//!    - This has the benefit that we can display multiple cursors in the app, since this
//!      is not global, rather it is component specific. For the use case requiring google
//!      docs style multi user editing where multiple cursors need to be shown, this
//!      approach can be used in order to implement that. Each user for eg can get a
//!      different caret background color to differentiate their caret from others.
//!    - The downside is that it isn't possible to blink the cursor or have all the other
//!      "standard" cursor features that are provided by the actual global cursor
//!      (discussed above).
//!
//! # How do modal dialog boxes work?
//!
//! A modal dialog box is different than a normal reusable component. This is because:
//!
//! 1. It paints on top of the entire screen (in front of all other components, in
//!    `ZOrder::Glass`, and outside of any layouts using `FlexBox`es).
//! 2. Is "activated" by a keyboard shortcut (hidden otherwise). Once activated, the user
//!    can accept or cancel the dialog box. And this results in a callback being called
//!    with the result.
//!
//! So this activation trigger must be done at the `App` trait impl level (in the
//! `app_handle_event()` method). Also, when this trigger is detected it has to:
//!
//! 1. When a trigger is detected, send a signal via the channel sender (out of band) so
//!    that it will show when that signal is processed.
//! 2. When the signal is handled, set the focus to the dialog box, and return a
//!    `EventPropagation::ConsumedRerender` which will re-render the UI with the dialog
//!    box on top.
//!
//! There is a question about where does the response from the user (once a dialog is
//! shown) go? This seems as though it would be different in nature from an
//! `EditorComponent` but it is the same. Here's why:
//!
//! - The `EditorComponent` is always updating its buffer based on user input, and there's
//!   no "handler" for when the user performs some action on the editor. The editor needs
//!   to save all the changes to the buffer to the state. This requires the trait bound
//!   `HasEditorBuffers` to be implemented by the state.
//! - The dialog box seems different in that you would think that it doesn't always
//!   updating its state and that the only time we really care about what state the dialog
//!   box has is when the user has accepted something they've typed into the dialog box
//!   and this needs to be sent to the callback function that was passed in when the
//!   component was created. However, due to the reactive nature of the TUI engine, even
//!   before the callback is called (due to the user accepting or cancelling), while the
//!   user is typing things into the dialog box, it has to be updating the state,
//!   otherwise, re-rendering the dialog box won't be triggered and the user won't see
//!   what they're typing. This means that even intermediate information needs to be
//!   recorded into the state via the `HasDialogBuffers` trait bound. This will hold stale
//!   data once the dialog is dismissed or accepted, but that's ok since the title and
//!   text should always be set before it is shown.
//!   - **Note**: it might be possible to save this type of intermediate data in
//!     `ComponentRegistry::user_data`. And it is possible for `handle_event()` to return
//!     a `EventPropagation::ConsumedRerender` to make sure that changes are re-rendered.
//!     This approach may have other issues related to having both immutable and mutable
//!     borrows at the same time to some portion of the component registry if one is not
//!     careful.
//!
//! ## Two callback functions
//!
//! When creating a new dialog box component, two callback functions are passed in:
//!
//! 1. `on_dialog_press_handler()` - this will be called if the user choose no, or yes
//!    (with their typed text).
//! 2. `on_dialog_editors_changed_handler()` - this will be called if the user types
//!    something into the editor.
//!
//! ## Dialog HTTP requests and results
//!
//! So far we have covered the use case for a simple modal dialog box. In order to provide
//! auto-completion capabilities, via some kind of web service, there needs to be a
//! slightly more complex version of this. This is where the `DialogEngineConfigOptions`
//! struct comes in. It allows us to create a dialog component and engine to be configured
//! with the appropriate mode - simple or autocomplete.
//!
//! In autocomplete mode, an extra "results panel" is displayed, and the layout of the
//! dialog is different on the screen. Instead of being in the middle of the screen, it
//! starts at the top of the screen. The callbacks are the same.
//!
//! # How to make HTTP requests
//!
//! Crates like `reqwest` and `hyper` (which is part of Tokio) will work. Here's a link
//! that shows the pros and cons of using each:
//! - [Rust Crates for Networking and HTTP Foundations](https://blessed.rs/crates#section-networking-subsection-http-foundations)
//!
//! ## Custom Markdown parsing and syntax highlighting
//!
//! The code for parsing and syntax highlighting is in [`try_parse_and_highlight`].
//!
//! A custom Markdown parser is provided to provide some extensions over the standard
//! Markdown syntax. The parser code is in the [`parse_markdown()`] function. Here are
//! some of the extensions:
//! - Metadata title (eg: `@title: <title_text>`). Similar to front matter.
//! - Metadata tags (eg: `@tags: <tag1>, <tag2>`).
//! - Metadata authors (eg: `@authors: <author1>, <author2>`).
//! - Metadata date (eg: `@date: <date>`).
//!
//! Some other changes are adding support for smart lists. These are lists that span
//! multiple lines of text. And indentation levels are tracked. This information is used
//! to render the list items in a way that is visually appealing.
//! - The code for parsing smart lists is in [`parse_smart_list`].
//! - The code for syntax highlighting is in [`StyleUSSpanLines::from_document`].
//!
//! Also, `syntect` crate is still used by the editor component
//! [`crate::editor_engine::engine_public_api::render_engine()`] to syntax highlight the
//! text inside code blocks of Markdown documents.
//!
//! An alternative approach to doing this was considered using the crate `markdown-rs`,
//! but we decided to implement our own parser using
//! [`nom`](https://developerlife.com/2023/02/20/guide-to-nom-parsing/) since it was
//! streaming and used less CPU and memory.
//!
//! # Grapheme support
//!
//! Unicode is supported (to an extent). There are some caveats. The
//! [`crate::GCString`] struct has lots of great information on this graphemes and
//! what is supported and what is not.
//!
//! # Lolcat support
//!
//! An implementation of lolcat color wheel is provided. Here's an example.
//!
//! ```
//! use r3bl_tui::*;
//!
//! let mut lolcat = LolcatBuilder::new()
//!   .set_color_change_speed(ColorChangeSpeed::Rapid)
//!   .set_seed(1.0)
//!   .set_seed_delta(1.0)
//!   .build();
//!
//! let content = "Hello, world!";
//! let content_gcs = GCString::new(content);
//! let lolcat_mut = &mut lolcat;
//! let st = lolcat_mut.colorize_to_styled_texts(&content_gcs);
//! lolcat.next_color();
//! ```
//!
//! This [`crate::Lolcat`] that is returned by `build()` is safe to re-use.
//! - The colors it cycles through are "stable" meaning that once constructed via the
//!   [builder](crate::LolcatBuilder) (which sets the speed, seed, and delta that
//!   determine where the color wheel starts when it is used). For eg, when used in a
//!   dialog box component that re-uses the instance, repeated calls to the `render()`
//!   function of this component will produce the same generated colors over and over
//!   again.
//! - If you want to change where the color wheel "begins", you have to change the speed,
//!   seed, and delta of this [`crate::Lolcat`] instance.
//!
//! # Issues and PRs
//!
//! Please report any issues to the [issue
//! tracker](https://github.com/r3bl-org/r3bl-rs-utils/issues). And if you have any
//! feature requests, feel free to add them there too ๐Ÿ‘.

// Attach.
pub mod core;
pub mod network_io;
pub mod readline_async;
pub mod tui;

// Re-export.
pub use core::*;

pub use network_io::*;
pub use readline_async::*;
pub use tui::*;